Some of my 'what-if' ideas ...
My thoughts on running combat:
1. Magical: To hit = (Dexterity - 10)/100 * Magic. Damage inflicted = (Concentration - 10)/100 * Magic. Damage absorbed = Magic/400. If the player chooses not to attack in a given round, then he can use To Hit probability to evade. Each time magic is used in any way, a certain amount of Magic points are deducted from 'current' Magic level (does not affect the 'permanent' Magic level). If he chooses to use magic at or below zero 'current' Magic skill level, then he starts deducting from his 'current' Stamina level.
2. Physical: To hit = (Combat - 10)/100 * Combat. Damage inflicted = (Strength - 10)/100 * Combat. Damage absorbed = Combat/400.
3. Various magic and combat items can modify one or more combat calculations. While mundane items like knife can be bought from local armory, magical armor is not something that can be found in store shelves. Not to mention, someone who is neither a soldier nor an established arms merchant possessing military equipments is going to attract unwanted attention from the imperial security folks!
My thoughts on jobs: Impose pay grades for each job, depending on the levels of attributes or skills. This roughly simulates job experience and promotion. So, a a soldier with Combat 80 & Stamina 70 is going to get a bigger check, compared to another soldier with Combat 60 & Stamina 60. But the privileges of higher pay grade carries a price: Greater position of authority = more severe the punishment in case of failure. (For example, an officer running away from combat is not going to be punished the same way as a conscript.)