Thank you very much! My own thoughts were along the lines of #2, except with a weighing system that encourages the player to focus on two or three skills after a while and mostly grow those while the rest are left to trail behind. But the clever system I'd come up with a while ago is long gone from my memory...
It happens! And if I understand correctly, it's hardly unusual for Pico-8 devs to use an ordinary text editor for the scripting work. Can't wait to see what you come up with.
I haven't sold much at all, either. Can't blame the site, of course. (Though using the Release Announcement forum is terribly ineffective, and people never seem to comment, rate and so on even during game jams.) They're the most welcoming online marketplace by far, in any market. The rest is up to us, and well, self-promotion requires a dose of vanity. ;)
True, gog.com fancy themselves a publisher, as opposed to a marketplace. On itch.io I've put a bunch of different things. So far the most successful are a book on interpreter construction, and an 8-bit roguelike. (Actually 8-bit, not just retro-styled.) Though interactive fiction also fares well. Sadly that hasn't translated into much money, but oh well.