One of the primary reasons I wanted to develop a distinct system was to kill classes. I.e. you should be able to make any character concept you can think of. This naturally leads to a point-based character creation system.
Here's a concept I had for the game. It's default assumption is that you use "levels" to progress player characters, but the core mechanics of the game actually don't use levels. Levels are basically an elaborate, assumed houserule (to keep balance) but internally the system can work without them (although that may lead to unbalanced characters).
It's core system would be like any other point-based system; each character is simply represented by a certain number of character points, and no levels at all.
However, the rules would layout a level-based system. I.e. you need so many "experience points" or "milestones" to reach a new level, and when you do, you get so many new character points to spend on your character.
Also the rules would split up the character points into Attribute Points, Combat Points, Non-Combat Points, and Any Points. Attribute points can only be spent on raising attributes, combat points can only be used on combat-related abilities and skills, non-combat points can only be spent on non-combat-related abilities and skills, and "any" points can be spent anywhere you'd like.
We could then suggest that for those with different types of campaigns, they can vary the amount of differing points available to starting characters, or even scrap the differing point-types alltogether and allow creation with nothing but "any" points (like most point-buy systems). They could also ignore levels and reward characters with character points directly (again, like most point-buy systems).