Hello, I've drank but I read it. I did not play the game. You need the following before you go further, I think:
>design goals
Tell us what your goals are so that you know them. This sounds like bullshit but you'll thank me later man. And don't give us an ass off like "To feel like the video game," we don't know how that feels so you gotta say it.
My suggestion is to limit the game down to a very core experience you want to capture, like tribal retards hunting robot dinosaurs. Once you do that well, then you worry about the else.
>list of stats
What is even up with all these stats you're referencing. Is this some Storyteller nine stats shit or what. Start with the stats people is probably gonna use:
>bows
>spears
>medicine
>tracking
>sneaking
>engineering/looting
These probably are the core aspects of the video game, and the ones players attracted to this will want to engage in so they gotta know how good each is at each. If you ever read Apocalypse World, the stats there is about modeling not the character, but how good they are at the evocative things important in that genre world.
>list of skills
Same deal, if I don't know what all the skills is then I don't know if I'm fucked for picking a thing. So ie if hunting is a skill, that's presumably a big part of the game. But if I take points in, shit, what do you got? Legends? Fuck me, I've wasted those points.
>the chart
I can barely read your tiny chart but I don't know what hunter ranks is. In Monster Hunter it wasn't a big deal. I will say I don't like having so many paths, just make it one start and many branches to different endings. But maybe this is lore from HZD.
>dice
If it's truly Zero Dice I recommend you read this PDF for a cool diceless game but you need to figure out a core mechanic and build out from there once you have some framework. Because core mechanic probably is the most-engaged interface between man and rule, this really needs to be looped into your design goals.