Here's a BRP thought-experiment I had recently...
The past couple weeks I've been reading through a copy of the FASA Star Trek rules (2nd edition). I'm a Trek fan, and a lover of d100 systems, so reading it has been quite an enjoyable and enlightening experience. And, for being nearly 30 years old, FASA Trek is not that bad of a d100 system.
FASA Trek differs from BRP in that it relies solely on d10/d100. Both Stats and Skills are percentile values (with Skills capped at 99%, and Stats having no cap). Weapon damage is either a fixed value, or d10 + or - (x). Stats are generated through random roll - most are 3d10+40, while 2 of the Stats (Luck, and Psionic Potential) were straight d100 rolls. Racial modifers adjusted those totals, and then finally, free skill points were spent. Skill levels were calculated based on a lifepath chargen system - where academy training, and career path in Starfleet, raised initial values.
This got me thinking a little about BRP, and its Characteristics, the Resistance Table, and Characteristic Rolls. (I often compare and contrast variations of BRP - Gold Book, Runequest, Elric, etc. - like an armchair game designer. Finding ways to tweak the system - coax something else out of it). And, I thought: why can't Characteristic Rolls just be the stats? Define Effort, Stamina, Luck, etc. as the Stats instead of derived values. Generate them along the same lines as FASA Trek - within a range of 40-70 - or weight them in the case of CoC investigators, with higher than average Education values.
The Resistance Tables wouldn't be of much use after this point. Instead, you could use opposed tests, or use modifiers, in the case of more 'static opponents'.
It probably wouldn't take much effort to convert the generation of HPs and Damage Bonus to d100-ranges.
Anyway... just a few random thoughts.