My suggestion would make it that only the ratio between combat and quest experience should determine your brute in terms of how "violent" you are.I have always thought that general experience should be brute neutral. It's kind of silly that thieving, forging, and herbing should make you more 'violent' over time. Instead, I've always imagined a separate descriptor for general experience that has a flavor of "how much you know of the world besides fighting". Here are some desriptors in no particular order:
polished, cultured, civilized, cosmopolitan
with some opposites
ignorant, naive, simple
The trick would be to use something that IS NOT already used by INT or WIS.
You are somewhat cosmopolitan and very violent.
Separately, I would suggest that a new ratio between general and quest experience should determine your brute in terms of how "cosmopolitan" you are.
This way if you have a high amount of combat exp, it shouldn't prevent you from gaining more experience from herbing, forging, or anything else that gives you general experience.
At the same time, if all you do is herb or forge, your progress gained from these activity should decrease over time in the same way that combat experience works today.
I think in the short run this may increase player size overall, but this will solve one of the major problems with newbies in the realms. If they happen to join a team as a small newbie, and gain a whole bunch of combat experience, they won't gain much progress until they quest some more. By using the new method of brutality, newbies could gain progress through other activities without being limited by their combat brute.
Any thoughts on this idea?