I’m not too well versed in ChoiceScript so I might be misunderstanding (or I might be misunderstanding in general), but why are you using opposed pairs instead of singular stat displays if you feel they’re not that good at conveying what you want them to convey?
With singular stats (idk what the term for that would be, I hope you understand what I mean) you could have them start at 50% (or 30% or whatever if you want to give the MC more room to grow), which I think would give the player the idea that the MC is already quite proficient in these areas, even before the player makes a decision what they want to specialise in.
I think this would also work quite well for players who want to improve two stats that would otherwise be opposed, magic and physical for example.
Because with opposed pairs the stats would remain at around 50%,giving the feeling you’re still where you started, whereas with singular stats the player could watch both stats grow seperately.
Similarly, opposing pairs could also give the player the wrong idea of the MC’s proficiency if they choose to focus on one stat more than the other. Because if (let’s take magic/physical as an example) the player focuses on magic over physical, they see the magic side of the opposed stat increase while seeing the physical side decrease (even if there are no numbers involved), maybe making them think they’re sacrificing one stat for the other.
What I had in mind would look something like this (with stats starting at 30% and each stat having it’s own separate bar and value):
Stealthy 36% (player chose maybe one or two stealthy options)
Direct 62% (player favored the direct approach)
Magic 68% (player chose magical options quite a bit)
Physical 74% (player also chose physical options quite a bit, a bit more so than magical option)