You could also drop speed and make agility and it could handle both attack speed and crit strike %.
How would I go about that mathematically? Remember, by the end of the game, speed or agility will be 14x-28x what it is at the start, assuming speed or agility is an ability that increases with level. Luck, on the other hand, won't increase with level but may increase slightly other ways.
One option is to make the character's level a factor in certain calculations, like critical hit rate, so that for example a level 1 character with 5 agility has a higher critical hit rate than a level 10 character with 5 agility. Essentially, such things become based on a comparison between the character's actual stat and the expected/average stat value for their level.
Another option is "opposed" stat checks, where one of the enemy's stats is a factor in the calulation - for example, the critical hit chance being based on how the character's agility compares to the enemy's.
A third possibility is some form of logarithmic relation between core stats and derived stats, meaning that e.g. the higher one's agility gets, the less each point increases one's critical hit rate. (For example, let's say the chance of a critical hit is equal to (2+ln(agility+1))%; in this case, even with 0 agility, a character will still have a 2% chance to crit, but would need 2 agility for a 3% chance, 7 agility for 4%, 20 agility for 5%, and a staggering 2980 agility to reach a 10% critical rate.)