There are really only 3 stats that matter in RPGs: HP, ATK, and DEF. If you have those three, you can create an RPG. Everything else has been innovations in the genre to keep it from being a bland farming simulator.
DEX becomes a flavour of ATK that dictates how frequently your attacks occur, making high dex builds great for bursting down low HP, high DEF monsters (think Metal Slimes from Dragon Quest). Some games make DEX a stat that determines Evasion/Hit Rate. Others substitute it for a STR stat, and give it to “agile” jobs/classes/characters as their “primary” stat.
INT is similar, however, some games will pair it with WIS (Wisdom) to determine other things. Wisdom can be used to determine MP. Some games use it to determine hit rates for magic. Others use it in factoring healing spell power. If WIS isn’t present, INT generally determines all of those.
LUCK, on the other hand is a stat that can be used in many different ways, but is most commonly designated as the “crit” stat. Crits can be handled differently per game. Most games make it so crits will do anywhere between 1.5 and 2.5 times the standard damage amount. Some games make it simply take defense out of the equation. LUCK could be interpreted as a simple frequency of the event. If I have 128 luck out of 255 luck, and critting relies on a random number between 1 and 255 to land on a number between 1 and the current luck stat, it means I crit approximately 50% of the time. In the craziest situations, I’ve seen compounding luck stats that allow you to double or triple crit. LUCK also tends to be the determining factor in afflictions/binds/curses/etc. being successful. Some games completely ignore the stat and rely on the player’s own luck to determine whether an ability will land.
If I had to guess, TECH is probably going to be used for physical “magic” abilities, sometimes referred to as Techniques, Skills, Arts, etc. I’ve only seen it in a few games so it feels weird to see that here.
Magic spells that miss are probably my biggest pet peeve in RPGs so I’m not fond of seeing MagL there if that’s really what it’s for. I’d rather hit rates be applied to spells themselves, so you can count on most abilities working, and status based ones on missing. But hey, not my game, not my rules. I’ve seen plenty of games where even the challenge of magic spells landing a hit being necessary.
HIT probably interacts with BlockR to solve situations where high evasion enemies can be hit by attackers who have a high enough hit stat. This can be used to create a “floor” to prevent underleveled players from being able to exploit their builds to farm higher level monsters than intended.
at this point I’m rambling about my own knowledge, sorry for putting this here but I thought if I shared what I know it would probably help.