whist wrote:...resistances and all related stats... ...spell damage and all their close related stats...
You can't really do that without making a page of "random leftovers that do not fit a category" page. Let alone ambiguous stats like %uninterruptable attack which could be interpreted as an offensive or defensive stat.
whist wrote:I know I didn't mention that to you too though so you might have thought the stat screen pages were limited to two, but no... you just gotta add frames to the dc6 and the game will handle it on it's own from there

The code is dynamic, you can basically add as many pages as you want without recoding anything.
I am usually pretty good at guessing (and reading), so don't worry
Being able to add more pages is possible indeed, but I don't think PlugY approach is the right call. First, how do you determine which stats are "relevant" enough to put them in such pages. It all comes down to specific builds you're playing. Second, the more you add, the harder it is to find what you're actually looking for. Third, since the GUI isn't dynamic, it would be really difficult to squeeze new relevant stats that might appear with time.
I think showing the relevant stats as an extension to the main character stat page in
one page is the right call. And most importantly, showing values that are
meaningful. For example, +253% to minion damage or +52% char hp isn't meaningful. Or buff / debuff duration. However stats that have an effective cap (cb, pierces, UA, etc.) are. And so are stats like %tcd or %ewd when it comes to picking up armor/weapons.
What would require change now are the absorbs which are completely irrelevant. Instead, I'd put the amount of skill / stat signets eaten and avoid/evade/dodge.