Upon further overthinking. I've come to the conclusion that I don't much like the luck stat (or luck stats in general) But can't really think of any solid reason to remove/change it, nor what an alternative could be. So I don't know if I ought to be griping. Buuut, I'mma do it anyway with the caveat that this is just me putting my thoughts into words, and nothing else.
Itemizing my rambling bitching and moaning by tying each one to parts of what Luck does seems like the best way to get things across, so starting with crit chance/crit resistance.
This kind of thing pops up in other games, even ones without a luck stat often have ways of increasing crit chance. On paper it's not a bad idea, crits are fun, who doesn't want to get more? (and the inverse is true, since getting crit isn't fun and who doesn't want to avoid that?) But I myself usually find it preferable to get more reliable regular damage, instead of putting in points to maybe sometimes get a big bonus. (same with crit reduction, I'd rather have enough arousal to tank more hits than getting a bigger chance to not take one.
The miscellaneous bonuses to hit chance, evasion, initiative, damage, restraint escape, all fall under the same general gripe for me. Basically, if I wanted to boost one of these things, I prefer to raise a stat for a more significant raise in one or two things, than use a point for a less noticeable boost.
Getting more loot is the one thing I can't say I really don't like. But at the same time, due to the fact that you usually have enough money for whatever you need in time, it's kinda eh.
All in all I just prefer to spend points on stuff that has a more immediately noticeable impact on performance. This being said, however, I think it's just a build preference, and isn't indicative of any flaw in Luck stats as a whole