The 01 stat is closer to the 1st quartile at levels 2-19, grows very quickly at levels 20-59, and slightly stabilizes at levels 60-99. I really never had any experience with this stat rank because I don't get to use 01 MAG characters as magicians because they have pretty bad affinities across the board, though I think the stat stones could be of use to pump up the squirrels and the krakens' TECH to a more viable value so they could hit more, considering as animals they cannot equip any armor.
I actually see the 03 stat to be pretty wild. At level 2-19, the value is always close to the minimum; but at level 20-59 where the chance of getting an extra point is close to but less than 50%, the mean value (106.35) got shifted to ~3rd decile, but the effective value range was ripped wide open at 97-117. Due to the fact that the 03 stat gets used in A LOT of character stats, this leads to some characters not getting 100 in their 03 stat at 60 due to getting shafted by the RNG a lot, and others getting 100 in their 03 stats as early as level 55. In one playthrough, Chaco got a really nasty case of getting shafted by the RNG by only having 97 MAG at level 60, while Nanami already had 100+ MAG before she "died" at level 58. At level 60-99, however, as the chance of getting an extra point increased to close but greater than 50%, the mean (128.29) got shifted closer to the middle, and the effective value range was now at 115-142. As a result, the RNG became more forgiving overall, but not enough to cover those levels from 20-59 where a character's stat got shafted by the RNG. Only the stat stone trick can correct such cases, like Chaco's 97 MAG at 60 from earlier. Fortunately, it's so easy to fix that in some cases the stat stone trick is no longer needed.
The 04 stat is always closer to ~6th decile all throughout the game, and the only reason I soil myself over it 99 is so I could get 04 MAG mages like Millie and Eilie to 160 MAG at 99 for the 2nd lv4 MP charge so they can do Unite Magic by themselves. As I mentioned above, I found it easy to get Nanami to 121 PROT at 56+.
The 05 stat is always pretty close to the maximum all the way to 99, which makes it very difficult for Riou to reach 175 MAG naturally; the most he can get in a normal playthrough is 170, you really need to be very lucky to get 175 naturally on him. I had to use like FIVE stat stones to get Riou's MAG that high.
The 06 stat rank is quite a disaster as well, I had to use SIX stat stones on Viki to get her MAG to 200 at 99 for that 3rd level 4 MP charge. Suffice to say, getting Flik, Rina, Sierra, and Tengaar to 200 MAG is going to be really painful.
The 07 stat rank is quite odd. Sure, it's close to the maximum at levels 2-19, but it starts getting crazy at levels 20-59, as it also had the same "close to but less than 50%" problem that 03 had. As a result, the mean veered closer to the median so quickly; however, the 07 MAG mages in all of my playthroughs always got to 175 MAG at level 60. The crazy thing about the 07 stat usually happens when getting Jowy and Tir to 99 instantly. Some playthroughs had King Jowy with 220 MAG at 99 via the "Recruit at Level 99" bug, but when I try grinding Tir to 99, he rarely ever gets to 220 MAG at 99. Maybe the RNG likes to pump 07 stats to 220 at 99 but does not like it when you try it yourself?
I could only say that the 08 stat rank is actually quite fun to play with, solely because of how close it is to the maximum of 255. I was really excited to get Luc to 250 MAG for him to get the highest MP count in the game at 9/9/7/5, so I did not mind using up to SEVEN stat stones just to get him to 250 MAG. Luc can pretty much spam spells all day with MP that high.
I would like to remind you that Stat 10 (Viktor's STR) is quite off. It's supposed to be 6-7 only up to level 14, not level 19. So it should be 1-2 at levels 15-59, not 20-59. Many thanks.
It's not all about knowledge, but it helps.