From what I have seen in the videos, the stats that rise like crazy are:
Dex (for everyone during shooting with aiming)
Marksmanship (for everyone shooting)
Wisdom (for the person scouting on combat maps and discovering herbs & items)
Explosives (for the person disarming landmines - somewhat high expl. skill probably needed)
I ASSUME (might have seen, but not high amount):
Leadership (during training, although i have NOT noticed that during the videos)
Tech (during repair)
Medicine (during healing)
Explosives (during ammo crafting)
Health (for being wounded or during healing after being wounded)
I have not noticed raises (very hard/ low amount):
Strength (JA2 high load will not work here, so probably only meele/ breaking stuff open)
Agility (JA2 might apply aka. steath sneaking without being detected, not seen a streamer try that... but not seen any raises)
So due to the above factors my IMP will for look somewhat like the following (if i counted right you have 550 points for the IMP):
The priniciple behind that will to go for long term potential, making the start a bit harder/ slower.
Max out:
Agility 85 (action points & difficult to raise)
Strength 85 (to have a high strength char in the party for checks & difficult to raise)
Leadership 85 (for quests & morale boni)
Wisdom 85 (unsure if this relates to skill learning here as well, but difficult to raise for everyone)
Health 85 (too risky/ hard to rise with a low HT & have someone with > 85 HT, even if I have not seen checks requiring that)
Mixed to raise over time:
Dexterity 62
Marksmanship 60
Mechanics 1
Explosive 1
Medicine 1
That IMP is supposed to fit into a long contract/ low cost party with the goal to have 1 of >85 in all skills/ attributes.
Mercs will be (as long as costs/ stats stay the same as seen in the gameplays):
Livewire -> Mechanics 85, Soundrel Perk, Mr. Fixit Perk, Optimist
MD -> Medicine 81 (not finding a low cost doc with 85+ skill), Educated/ Trainer (however it is called) although leadership 4, Optimist
Barry -> Dexterity 87, Explosive 92, Mr. Fixit, Spiritual
(and yes, I will probably restart to ensure these are available at start... it will be challenging enough with a low Mrk team as it is.)
Due to that starting setup, I am still struggling/ pondering which perks to go for. If you have ideas, I'd love to hear them.
Psycho vs. Negotiator: Leaning towards psycho here to have that choice in dialoges, potentially to get Flay or go with similar dialoges. Negotiator could be easily filled by getting Buns early, since she has high wisdom and all psychos have rather low wis.
I was leaning to the "Full Auto" perk... but seing how useless/ gimped/ nerfed burst & full auto seems to be, i actually see no point into this ammo drain. Similar for heavy weapons.
Leaning towards "Night ops" at the moment, if only for the reason that it seems you cannot combine head armor with NVGs.
I actually do not care if meele/ close combat is imba at the moment... if I play JA I want guns. 😅