I'm not sure if I should post updates in my thought process or not here, but if this isn't were I should, then please tell me so.
In any case, I started to think of my stats in how they would affect the battle, thinking that if I figure out how they work in relation to everything else, coming up with proper stats and stat levels would be fairly easy.
What I've come up with is: Moves, attack or defense, have their accuracy, their attack (maybe, as stat moves don't do damage), and secondary effects. The accuracy for a move is based on a predetermined stat, such as physical attack. The move would have a base percentage for hit rate, 50% in this case, and the stat is draws from for accuracy adds additional hit chance.
For instance: Move Acc = 50% +(character stat/(moveHitBase))%
So the base accuracy is 50%, plus a short equation that could possible make the attack 100% accurate if the stat is high enough. Of course, stronger moves would have a higher moveHitBase to stop moves from being super accurate.
The damage dealt by an attack could actually be determined by another stat, meaning that depending on the move and the character, an attach could be accurate, but weak, or strong and prone to missing, or just a balanced good hit, good damage move.
And again: Move Acc = 50% + (physAttack/(moveHitBase))%
Attack = baseDamage * (specAttack/moveDamBase)
The only reason I said all of this is so I can find a way to approximate what size the stats should be. I figured that if the base damage for an attack is, say, 20 for an early game move, HP for beginning characters could be 40-60, and stats could be around 15-30 to give a good ideas what the strengths and weaknesses of character types could be.
tl;dr I think I know where I'm going to start with stats, and if anyone wants to actual read the above to see what I mean, I look forward to the criticism and feedback.