So, take much of what I have to say with a grain of salt: my hands-on experience with Ronin extends only to Bakumatsu games where there is minimal armour (save the odd figure whom I have allowed it to) and where my forces have generally been based on the Koryu lists plus the Soldier and Officer profiles included in that appendix. Otherwise I've only spent a little while theorycrafting based purely on the rules, in preparation for setting up a possible Ronin campaign in the future.
As a general rule, the Attributes are arguably overpriced compared to what the points calculator would suggest, but that's not without some degree of good reason: as Attributes are (with the exception of Bandits) only applied to Rank 3 and higher figures, they are specifically benefitting your big dogs, and they would arguably reap more benefits from a 3-point Attribute than a Rank 1 figure might. There is, however, one exception, which is the Weapons Jutsu. Both in my experience and from what I've read, Weapons Jutsu is essentially mandatory for any figures that can take it: getting to re-roll a die in
any attack or defence action is an
enormous bonus. With the exception of Koryu who are supposed to be glass cannons, I would suggest that Weapons Jutsu ought to be increased in price significantly, if you are going to have it included. Alternatively, take a cue from Craig Woodfield's later set,
En Garde!, and have it be that you can re-roll 1s and 2s, but not 3s, 4s, or 5s.
Otherwise, Attribute bonuses are pretty marginal and, as noted, priced above their actual effect relative to the points calculator, and to answer your actual question, I think you could conceivably do without. Arguably, their main benefit is that you can take a few Attributes to round out your force's points value (e.g. if you have a 150pt game and your figures add up to something like 141pts without Attributes, you can take 3 and make up the difference). If you'll indulge a bit of a ramble:
- Acrobatic: Really not a huge effect but potentially useful for some scenarios with rough terrain. Not sure what points value I'd give it.
- Fast: In the calculator, Initiative is worth 1 point per level, so with the winning draws bonus Fast is worth slightly over 1 point.
- Inexorable: Gets you some extra mileage if you have more attacks than you needed. Not sure what points value I'd give it.
- Intuition: +1 CP would normally be 2 points, but given that you can't pick an Attack Counter, it's effectively slightly less.
- Powerful: +1 Fight, which is 2 points, but only on the attack, so again, effectively slightly less.
- Tough: Hard to value, but being able to ignore Light wounds and fight past a Critical isn't nothing. Still probably <3 points on the whole.
- Yojimbo: Seems situational, again probably <3 points.
Obviously a few of those are subjective judgements, but from the three that can be valued, we're looking at a bonus that is slightly more than 1 point, and two that are slightly below 2, all of which are nevertheless priced at a flat 3 points. The other bonuses are really quite situational and may never even meaningfully come up during a game – a Tough figure's first wound might be Grievous; your Yojimbo might be killed before he gets to intercede on your Leader's behalf, etc. On the whole, I don't think there's really much scope for serious metagaming on the Attributes front
except insofar as Weapons Jutsu is such a powerful ability that most players seem to take it as given that every figure that could have it, has to have it.