Stats can never be effectively raised above 10. Every stat can be raised by 1 permanently during the game (except ST which goes up by 4), so starting with 10 in any stat is a bit of a waste. IN and LK can be raised by 2 permanently instead of 1 by taking advantage of scripting glitches, so if you're not above that you shouldn't begin with more than 8 in those.
a green star EN and AG work in the way that an odd score will not give you any significant advantages compared to the even number below, e.g. AG 6 or 7 both give you 8 Action Points. Keep this in mind, but also keep in mind you can increase these stats by one, which is why you may want to start with, say, AG 9 and not 8 or 10.
a green star The Fallout manual says you get EN/3 extra HP per level; the Fallout 2 manual says you get EN/3+3. They're both wrong: the correct amount is EN/2+2 (rounded down). Interestingly enough this is in the patch notes of both games.
a green star If you set IN lower than 4, your character will (usually) only be able to speak in grunts, unable to carry on any meaningful dialogue. Needless to say this will severely impair your ability to take on and solve quests, but you can use Mentats to help with that. (Note that you can also use Mentats "in reverse" during a normal game - take one or two and wait one hour for your stats to drop below normal - if you want to take advantage of an IN<4 feature. Psycho is even more effective.) For more details, see the Stupid section.
a green star A Strength of 5 is enough to handle all small guns. A ST of 7 is sufficient to wield all big guns and energy weapons, and in fact ST 6 is enough for everything but the Minigun. Once you get the Powered Armor you don't have to worry about this.