The alternative is to use more function-agnostic stats like the AW default ones and bring in specializations like technical, kung fu, or medical through the playbooks. The only problem becomes deciding what stats to base the playbooks off. It's not obvious to me whether a Sorcerer is more Cool or more Hard, or whether a Diplomat should be Sharper than a Technician.
I'd suggest this, at least for now.
A Sorcerer might not be more Cool or Hard, but they are certainly more Weird (talking to demons and whatnot).
A Diplomat might not be Sharper than a Technician, but they should certainly be more Hot (or whatever stat you use for manipulating people).
So, I'd start with first, making a basic playbook for each stat:
Cool - Martial Artist
Hard - Soldier or whatever...
Hot - Diplomat
Sharp - Technician
Weird - Sorcerer
Then, I'd rename the stats to reflect those
essential playbooks.
What one adjective best describes a Martial Artist? Diplomat? Technician? Sorcerer? If Cool, Hard, Hot, Sharp or Weird works, keep it.
If "Spirit" works better than "Weird", use Spirit. If "Tech" works better than "Sharp", use Tech. Yah know?
So, immediately you have a playbook in your game that functions on a level where if someone picked up the game, they could look and be like... "Hmmm, who's the Coolest character? Oh, the Battlebabe. Or, who's the Sharpest character? Oh the Savvyhead."
Only, in your game, it'd be, "Oh, who's the most Spiritual character, ah that's the Sorcerer (or Mystic) or whatever. Who's the most Technical, oh the Engineer!"
Maybe.