“I have no experience with forum RPGs (just the pen & paper, and the video game kinds)”
Think of it as of co-writing something. Complex rules and dice rolls do not work well on a forum where GM availability is low, in my experience, so it's more like each player alternatively describes the actions of its character, controlling some PNJs to add some depth. Rules are only here to ensure that players do not do extremely frustrating things based on the atomicity of posts or the fact that other players are not there (like, you know, killing or mutilating players without their implicit or explicit permission, slicing planets, etc...)
“one method I've thought of for simplifying the character creation process is to choose your character's role, rather than its stats.”
Well, this is how it works on any tabletop and forum RPG I've played so far. Even in D&D, we choose the role first, then roll 6 stats and distribute them around STR, DEX, etc... how we want. On "class-free" tabletop rules like Shadowrun or Humanydyne, players even just choose a set of things which their character is good or bad at, based on a fixed pool of character creation points. This eliminates the issue of unfair dice rolls that can impair a whole character's life : you get what you've chosen.
“Alternative method: Use descriptors in lieu of bonus scores. +0 is "average", -1 is "slightly weak", +1 is "above average", +4 is "superhuman", and so on. ”
Many RPG books try to put descriptors and examples behind numeric bonuses and maluses in order to make them more easy to visualize for players. In Shadowrun, as an example, if I remember correctly, you master a skill from +0 to +5, where +0 is the basic human in the crowd (e.g. You know how to drive, not how to do F1 racing), and +5 is full mastery, the highest level of control on something which someone can aspire at getting through training alone (e.g. When you drive, the car feels like part of your body, you feel every vibration of the mechanic and can tell exactly where each noise comes from). All levels inbetween are pretty well described.
“By the way, have you looked into the FUDGE role-playing system? ”
Nope. When the rules I know of do not to fit, I tend to use my own (simplistic) homemade rules instead. But I've seen games which used a similar +/0/- dice roll system, just keeping compatible with "normal" dices. As an example, Vampire says that 1 is a failure ("-"), 2-4 is neutral ("0"), 5 is a success ("+"), and 6 is a success that you can reroll for extra awesomeness ("++" ?)