Fixes;
Critical Hit Rate. Change to Critical Hit Power, this effect was added to it in 3.0, essentially it just boosts the damage of Critical Hits.
Accuracy. Apply Critical Hit Rate to Accuracy, the more accurate you are, the more likely you are to hit weak points for massive damage, plus I'm sick of it being a "Reach this arbitrary cap and avoid".
Parry. Apply Counter to Parry, every attack parried is a free additional auto-attack.
New;
Enmity, increases (or decreased) the amount of hate generated by actions.
Evasions, exactly what it sounds like.
Various Enhancement stats, that improve more general stats (Physical/Magical Damage Taken -%, etc.) and abilities*.
General changes;
Negative stats, I'd like to see this to kind of create some identity in how you gear... You could, for example, have -Skill Speed, but the pay off would be more Determination. You'd hit slower, but harder.
Skill Speed, not an adjustment to the stat exactly, but the current state of Skill Speed and TP drain needs to be addressed. You can improve TP regen with Skill Speed, or you could just provide more/better forms of Invigorate...
Gear stats to now have an additional space, sort of like how some healer gear used to get Accuracy? Something like that, but for Parry/Evasion/Enmity, so rather than a piece of Fending having Crit and Parry, it would have Crit and Acc and Parry, perhaps. Might be somewhat iffy with Parry getting Counter, but you get the general idea... Mostly an issue for Fending, but it allows Parry/Evasion/Enmity to be applied to all gear, making it a bonus, rather than a dead stat...
*Enhancement stats would not be tied to gear permanently, instead I'd suggest lifting the system from Final Fantasy 9 and letting us unlock stats like "Enhances Ballads effect" to set in a menu. This would allow the current progression of item levels to remain, while also providing horizontal progression in the form of unlocking such stats.