I think this doesn't go far enough.

I like the idea, but as long as stats such as "crit" are around, this'll never balance well either, in fact as per your example you have to force focus on secondary stat selection by excluding damage-gaining stats from the right side. Also, this again implies player agency is entirely removed from the left side as one stat will be supreme and you just slot that everywhere you can.

So what I think ought to possible is:
- Truly utility-based stats like your Vigor, Tenacity, Resilience and Spirit (I feel Resilience will become the go-to for DPS sadly, but eh, at least it's their own choice to not believe in themselves :P ).
- A variant of crit that decreases your hit chance (with no ability to fix it). Overall it'd be a damage gain, but you risk breaking your rotation mid-burst-window with this, so it's your choice. Higher average damage but risky?
- Something like your versatility could only work if it had no damage-benefit, as it's class-specific this can be done!
- Speed only if classes balance so that it's a player choice whether to play faster or not, say the faster you act, the less damage/healing your GCD cause? Maybe even offer the opposite, Impact? But make both a wash, "Select your own GCD speed"-stats?