The math you're using here looks more suited to a computer game rather than a tabletop system. Also, the names of the stats could be simplified. Willpower and Resilience feel like they're more or less representing different aspects of physical endurance. Is there some reason why you went with the name "Swift" over "Speed", or "Improbability" over "Luck"? Why are you calling criticals a "Swell Hit", when everyone is already familiar with the concept of a critical hit?
Generally, with tabletop systems, aim for as simple a system as you can. These are numbers that people have to calculate on the fly, so divisions and the like become annoying and slow the game down. Use commonly known / established terms where you can, don't be different just for the sake of being different.
As it stands, and I say this as someone who is a professional game designer by trade, this system kinda feels like a rough prototype / early idea. If that's what it is, great, let's refine this thing.
Easy rule of thumb? If an Excel sheet being open during gameplay would drastically speed things up, then you probably need to simplify the math you're using.