Attribute level caps presume an awful lot about the rest of the game mechanics and balance.
Caps became necessary in EL because of a lack of development in other aspects of the game, resulting in the predominant influence of Physique & Coordination to perform any activity (just hauling tonnes of material around the world for one thing...).
Level caps should not be necessary if all attributes have equal relevance in the game, and if somebody wants to be "
Thrud the Barbarian", that's just fine...
On suggesting levels for combat skills -- that depends entirely on how the combat system plays out.
The combat system in EL is somewhat poor in design; the "risk profile" has a narrow range and weak tails... The difference in opponent's abilities where a "fair fight" can be had is a relatively narrow range, and the potential risk in picking on a far weaker opponent can be negligible (the weak tails).
The "original" character design in EL was pretty good; it was just not implemented well.
Attributes and Nexus should be treated an equivalents - things you *decide* to improve by spending your hard-earned (and limited supply) PPs on; whereas skills just increase with usage and grind. You've done more to earn these PPs than increasing just skill levels...
Since the players' decisions in character development are shown in the Attributes and Nexus, these are the right components to use as pre-requisites for activities rather than skill levels. This also gives players a lot more flexibility in how they build their characters -- there could, for instance, be magic spells which require a high magic nexus but only a low skill level, to reflect a "natural savant". Noble characters may be allowed to carry swords regardless of their relevant skill level, whereas a peasant would not.
It makes for far more diversity.
I would suggest that starting characters have more initial PPs to spend on their character than in EL though.