Wait, did anyone else notice that Intimidate is governed by Wisdom?

I realize there are differences from D&D, but I can't quite figure that one out.
Yup. I figured that it was the idea that you know how far to push, and which buttons. Which makes more sense then many definitions of Charisma or always using Strength (considering Intimidate really is all about words - we have attack rolls and damage codes for physical violence). I'd certainly allow a player to use Strength in certain situations though.
I've always thought it was wierd that Wisdom rather than Charisma was the modifier for Will saves; it makes little sense given the fluff associated with the attributes. However, if using Charisma for your Will bonus, I'd then use Wisdom for the Wealth bonus (which, again, makes more sense from a canny management of resources perspective rather than the 'you're cute, have more stuff' holdover from Spycraft).
I like this, a lot. I think I'll be doing this next game - thanks for the idea.
Campaign Quality. It seems like way too much change for a feat.
I can't see it being a problem as a feat. I
would make the attack bonus attribute swap a trick rather then a perminant switch around and I think a seperate feat that let you add Wisdom to initiative doesn't seem that unbalanced (I'd have both require Dex 13+). All of it should be simple to script up too if you're interested.
I also think it looks fine for a Campaign Quality (just about anything is fine as a Campaign Quality - your players know about it in advance and can build around / to suit it if it's a problem for their concept).