Earlier today we pushed out a release that makes two changes to how certain stats in Conclave are calculated and displayed. The overall balance remains roughly the same (with a couple of exceptions as noted below), but it should be much easier to understand what's going on when you're making checks and comparing numbers.
The first change is that we've removed the "primary" and "secondary" distinction between skills: now you either have a skill, or you don't. Checks that involve a skill (say when a True Bow makes an attack using the Bow skill) still depend on your level and your score in the skill's associated trait (Agility, in the case of the Bow skill). But you'll no longer have to worry about whether your archetype is great or only good at a skill. In particular, a Beacon's base skill in Polearm and a Rogue's base skill in Light Blade are now the same as a Vanguard's base skill in Bludgeon. (Differences in what abilities are unlocked by skills will keep archetypes from feeling too same-y, of course.) Our goal is for no archetype to feel over- or under-powered, and we've made some adjustments to support that goal. Let us know if you find any cases where things feel out of whack.
That change enabled us to make the second change: many more stats in the game now share similar scales. Before, an ability might grant you a +1 to Agility, while another ability at the same level might grant you a +5 to Dodge. Now, the latter will appear as a +1 bonus while still keeping the same power level. The main place you'll see this change is with Dodge and Attack scores, but it applies to the scores used by all checks.
If you're interested in more on why we made these changes, check out either our Kickstarter update
or the Developer Diary
that we posted to our blog.