Ehhh ... and what keeps people from doing that now?
I've seen people post parts of the code to find out what the best way to mine is, or what skill has which influence on damage dealt. Things like that can't be avoided completely .. besides it's more of a disadvantage to the 'unnerdy' than the honest
There are always people who enjoy dissecting games completely to find the tiny inbalanced issues and figure out a way to bend those to their hand ... good for them, me, I couldn't be arsed to spend that much effort into a game.
There's quite a difference there. With the little imbalances, you'll obviously get people seeking to use them to their advantage, as usual. However, the imbalances will affect a very confined set of activities, normally exactly one, as long as you engage in it, always having the choice not to do it or doing it a different way, exactly as much as everyone does, whereas the luck would naturally affect
everything you ever do ingame, without you having
any choice but not to play or to re-create. This will then be a severe disadvantage to those who didn't know or care when they created their chars. It would also be impossible to change it without deleting your char.
That alone will warrant quite some effort at char creation to ensure that you have viable luck assigned to you, for quite many players. If you then look at the amount of PL going on, and the fact that it has not changed
at all, regardless of how hard / easy it was to level, regardless of what is the bottleneck of advancement, be it money, be it PP, be it trainer locations, it becomes quite obvious that a
huge percentage of the players will ensure at least average luck, and quite some will strive for maximum luck.
It also violates the "everyone is equal" rule that is necessary in order to make a game a game. It is already sufficiently unfair by it's nature of depending on when you join, how much time you can spend on it, and the quality of your equipment as-is. If you now start deliberately handing out random disadvantages, you end up trading enjoyment for realism for most of the players, which isn't a good idea for a game that is supposed to be fun.
You can never avoid any and all imbalances and possibilities for abuse, but that by far doesn't mean that you should not do your best to do so if you at all can. This means binning things that can't be made to work right, and I am pretty sure that this is one of them, as it suffers from the exact same issues as the naturally gifted chars idea I referred to earlier (which really can be viewed as "specialised luck").
Sometimes I think you're a little bit too negative Seytra, you find something wrong with everything 
I try to make things as fair, abuse-proof, logical, RP-supportive, universal and realistic as possible, usually in that or a similar order. That means finding the weaknesses of things before or during the planning phase, so that things can be ditched before being developed and
then failing (If you are lucky, they may work for a while before failing, but eventually they
will fail.). Things turn out wrong unless you force them to turn out right.