Can you elaborate? Might want to use it for any homebrewed Exalted games.
If you're not playing an Infernal, there's not much point, since they're the only ones with non-Ability or -Attribute based Charms, and this hack basically rips the Attribute/Ability system already in place to shreds and replaces it with something sleeker.
But if you want it anyway, we compressed the 9 Attributes and 25 Abilities down into a much more sensible 5/15 (which also makes it easy to set the relative xp costs - which are flat, same amount per dot no matter which one you're buying - to raise them. Attributes are 9xp, Abilities are 3xp. Styles are 2xp per dot.)
Attribute-wise, we fused Strength and Dexterity into
Physique, since you actually kind of have to have muscle strength in order to move fast. Stamina, a bit of Strength and some of nWoD's Resolve became
Endurance.
Cognition is basically Intelligence with a bits of Wits.
Reaction is a mixture of Wits, Perception and some social stuff - how well you notice things, how well you think on your feet, etc. You make Reaction+Awareness rolls, and it's also a social skill, since social interactions require fast reactions and subtle cues. The distinction between Charisma and Manipulation was basically meaningless, especially since real socialites use both, so we fused them into
Persuasion; the "talking people into doing what you want" skill. If you have something against lying, that's just a roleplay thing. This also balanced them fairly well and meant that there wasn't really a god-stat in the sense that Dex was.
Ability-wise, we fused the Dawn skills into
Command,
Melee and
Ranged - Command being leadership; arraying troops and training warriors and leading men into battle. The Zenith skills fused Survival and Resistance - which was basically "Stamina; the Attribute" - expanded Performance to be artistic expression in general, from poetry to painting to dance, and mostly folded Integrity into Presence; leaving them with
Expression,
Presence and
Survival. We were doing this with an eye to how each Caste acted in the war, so we decided that if Dawns were leading men on the front lines and Zeniths were the standard-bearers bolstering morale among the troops; Twilights were the strategists and generals pouring over maps in big tents or at HQ.
Investigation is much the same as always;
Lore is general "humanities" knowledge, has taken quite a bit from Linguistics in literacy, "how you sound in writing" and the like, and is also what you use for planning campaigns and other "long-term strategy" stuff (shorter-term tactics in a single battle or for on-the-spot leadership of a small squad towards a set objective would be Command). If Lore is the humanities - geography, history, classics, etc; then
Occult is the sciences, and has swallowed Craft and Medicine - the blacksmith of a village is, after all, a little bit magical, and sciences in Creation are closely linked to Essence and least gods and so on. Night-wise,
Athletics has swallowed Dodge,
Awareness is much the same, and Stealth and Larceny have been fused into a general skulduggery skill;
Subterfuge. Lastly, the Eclipse abilities for the Exalts who managed the logistics and supply trains of the Primordial War armies; they have
Bureaucracy, Socialise has become
Politics, and Ride and Sail are fused into
Travel.
To compensate for how the Abilities are wider in scope, mortals are limited to buying 2 dots in an Ability has a whole - 3 for truly exceptional heroic mortals - and use the
Style system to specialise in specific subsets of a skill - a blacksmith would have maybe one dot in Occult and then two more in Iron-Handed Labourer style. This keeps their dice pools about the same, but means that they're far tighter; thematically - you don't have omnitactical combat hydras, you have a Realm Dynast who's been taught the spear, the sword and the longbow. Or your doctor doesn't have a massive breadth of medical know-how on everything ailment-related, but is a damn good surgeon due to Sawbones Form. Enlightened characters can buy Abilities all the way up to 5; as their holistic understanding of a skill is greatly aided by perception and comprehension of the Essence of all things.