I'm currently focusing on a Crafting Gamer, using an alternate ruleset (which I have currently implemented in my One Piece Gamer Fic). The MC in this case focuses on Wis and Luk and gets the skills Craft, Artifice, and Alchemy early on, as well as a bunch of low cost spells that are easily maintained once you have them going. The final result is actually someone that doesn't need a lot of mana but has a ton of mana regeneration, allowing for long periods of focused enchanting for their equipment, a trait that makes things so much easier for the MC to make synergistic gear and a reason to dive into IDs besides, you know, grinding. It becomes a case of The Grind and Item Farming. A constant search for materials, gear, and the like.
Still looking into some IDs, materials, and recipes they could get, but it's looking to be a fun setup. Just need to decide what setting it's in. Bleach, the base setting, Re:Monster, Worm, RWBY, and a custom Xianxia setting all seem like they'd all be the best options for this, because I won't need to use IDs in most of them, or can set them up as "Naturally Occurring Pocket Dimensions" or something. Of those, I know Bleach and RWBY the best, with a Xianxia setting being third on the list because I actually have one in the works that's pretty easy to adapt.
EDIT:
Other biggest offender? Luck. Giving a character a luck stat without some very specific caveats is like shooting yourself in the foot with an infected arrow. Sooner or later, it's going to start to smell, and rot, and you're probably going to have to either ignore it as it gets worse and worse, or amputate. Because a character with low luck looks exactly like a character whom the world conspires to hurt in cartoonish and badly written ways. All the authority figures are unrealistic assholes and everything goes wrong for no good reason. A character with high luck looks like a mary sue who can do no wrong, everything works out just fine and dandy for no good reason. It reduces the answer to every interesting question about the world to essentially "luck did it". There's a reason Contessa isn't a PoV character, and that's because that is a terrible way to set up a story. Third option, protagonist notices they have a luck stat and ignores it, they look like an idiot. It's a no-win
On Luck, I don't see it as a big thing here. I see it as a slight improvement to parameters, an easier time collecting materials, a slight rise in crit chances, and a minor miss chance all rolled into one. It doesn't do much to each effect, even at really high numbers, but altogether it makes a decent stat. You just have to define what luck does early on in the story. My preferred method is as described plus something I call Chance Points, which are essentially a one time use "Luck did it!" thing that you get every so many points of Luck (5 or 10 depending on the system you're going for) and can spend in emergencies, but only ever get so many unless you specifically play into Luck. It's a high risk high reward stat when I make use of it with a lower risk lower reward aspect as a passive.
Essentially, I use luck as a Loot Modifier, mostly, because a Gamer would have an adaptive system that would give you more of what you want/need than in a more static game, ex: "I want the common drop from this enemy but keep getting the rare drop instead!" wouldn't happen, you need the common drop? You're more likely to get it, you need the rare drop? You're more likely to get it. Based on your Luck, of course. If you have low luck, you'll either not get drops at all, or get the common ones when you need the rare ones. It's when you get to high luck that the right materials start coming easier.
Everything else? It's a minor modifier at best. And only at 0 or negative luck (debuffs and the lick) will you have issues with bad luck happening more often. At least, that's my way of going about it.