The new attribute and skill systems are in! Here's how things work now:
Attributes in general: All changed.
Avatar is now based solely on trait count and type. Aspect and Form traits give more progress towards your next level of it.
Shrine/Influence: Both are influenced by mortal action only. Shrine is only raised by directly constructing new shrines for the divine. Influence is only raised by gaining more followers.
Faith/Fear/Focus: Based almost solely on turn-by-turn actions and built as a sliding scale from Faith to Awe to Fear. Faith and Fear are mechanically similar to what they were before, but are now able to be 'spent' to Awe in order to get a burst of DE. Awe, the 'middle' path, generates less DE overall, but provides non-quiescent legend trickles to traits, and gives a positive modifier to legend gain. Use the new mechanics to the fullest!
Skill spheres: You can have up to 6 points in any given sphere, and no more. This is based on your divine tier, and rises with it. You can spread these points how you wish, and gain them through repeated 'experience' in that particular type of action.
Destruction - Warrior, Archer, Skirmisher
Peerage - Majesty, Cleverness, Actor
Dominion - Lord, General, and Traveler
Creation - Craftsman, Toiler, and Loremaker
Secrets - Ritual, Mysticism, and Magi
Some skills were rolled into others or shrunk for simplicity's sake. Melee and Ranged have been converted into the three destruction skills, and they use a simple rock-paper-scissors triangle to add advantages in combat, with warrior beating archer beating skirmisher beating warrior.
Peerage is similar, and focuses on the idea that divines play out a sort of production, by themselves or with one another, and are compelled to match certain tropes in it, with Majesty beating Actors (the superior deserving entertainment), Actors beating Clever (the enamored mischief-maker), and Clever beating Majesty (the schemers overwhelming the royal).
Dominion focuses on interactions with mortals, and doing things that bring more mortals under sway. Lord is for forcing mortals to do stuff, General is for helping mortals suck less in battle, and Traveler is for exploration and interacting with non-worshiper mortals. Creation covers item making, the toil type skills (farming, fishing, forestry, hunting, etc.) that improve mortal growth and such (and is conditionally named based on location and traits; intellectual civilized spirits are going to toil in medicine, brutes will be farmers or hunters, etc.), and the concept of writing/storytelling/trade that benefits technological progress.
Secrets cover the ritual aspect of the mysticism skills, the divining/comprehension aspect of the mysticism skills, and proper magic.