I'm gonna say you're going about it the wrong way, Zelda doesn't lend itself to being adapted to stat oriented roleplaying game, especially something derived from D&D/PF. To me at least, part of the core essence of Zelda is the game mechanics which is the series's gameplay loop. Link's progression of power is literally externalized to objects you collect which are then used to open up new areas and or to solve the puzzle gimmick in the dungeons. Even the things that like stats such as hearts, magic, stamina are all beholden to being increased with objects. Your current approach of nine stats keyed to each tri-force part is needlessly complicated and kinda ticky-tacky. While I'm not against like complicated presentations in games, here's there's too much going on that could be better done with like derived stats or rolled up into a singular stat. But again, zelda is all about progression by exploring and finding items which augment your abilities along with collectables like heart containers to boost your more stat like stuff. The easiest way to go about this is to do low number of stats that can be built to represent archetypes and then base the game around collecting stuff that would be appropriate to the characters.