My idea for a flexible rpg char/world representation is a mix of the systems like Fallout and Daggerfall (Morrowind predecessor).
This is a flexible system in the sense that the game designer can choose whatever attributes/skills/effects he wants to use wihtout the need to make a completely different game and mess with Java code. This is very important because it saves time and resources since a programmer isnt needed to rebuild the engine. This may sound odd said from a programmers mouth. ;D
The AI can be fully integrated with this flexible system and like above doesnt need to be changed whenever the game designer changes the rpg system.
I have taken what i consider to be the strengths of every system i mentioned above. Anyway the game designer can implement it in any way he wishes so.
From Fallout:
The lack of classes is a strength in Fallout. What defines the player class is his choice of skills and the bonus he obtains from making social choices and being connected to the right people.
Another strength in Fallout are traits and perks. Traits are perks taken when the game starts that represent a characteristic of the player. Perks are special bonus, characteristics, that are obtained during the game and allow for the player to fine-tune his character.
Attributes are very hard to raise in Fallout. This is good because they define the player character and this should not change wildely.
Another strong point in Fallout is that players actions change the world. However only at the end of the game.
Overall Fallout rules are good enough to provide for a very balanced game. Rules must so be flexible.
From Daggerfall:
Daggerfall experience is not distribute manualy but based on skill usage. I consider this a strength.
Daggerfall reputation and faction system is revolutionary. In Daggerfall there is no notion of good or evil that plagues most rpgs. Everything is relative. You may be aproved by a faction from robing banks (reputation increase) and disaproved by another for doing the same thing.
Reputation in Daggerfall is also local. You can be loved in a province and hated in anther.
Guilds in Daggerfall provice for social advancement and offer bonus to the player as important as the best weapon or armor suit. The player can be assaulted by monsters and foes but also by the bag tong of merchants and tavern keepers. To defend themself the player must have good social links and a good reputation. However a bad reputation is not necessarly a bad thing since new doors will open to the player and a good thief can also be a vampire or a werewolf at the same time and still have a remarkable good reputation with the nobility and the law if he does things right.
I see a couple of problems with these two systems that i will try to solve in the next post.

Common actions are: