As I was explaining the game to a new player this weekend, I was going over her character sheet and looking for sections where what-you-see isn’t exactly what-you-get. Fortunately, the complexity build-up occurred in the same sequence as the five standard modules: Core, Characters, Extended Conflict, Combat, and Magic. We used the character sheet layout from here: http://modos-rpg.obsidianportal.com/wikis/charactersheet
In the first section, everything was pretty straightforward. There’s a Bonus listed that you add to contests made with that Attribute, and you write your goal and flaw out, to help make character decisions and earn hero points.
Skills added a level of complexity, because they can add (or subtract) a number to your attribute bonuses. To save time, I recommended adding the skill points and attribute bonus together and writing it next to the skill, since skills tend to be used with just one attribute.
Perks, hero points, and gear were straightforward, since what you see is what you get there. However, there can be a level of complexity on par with skills, since some perks affect your gear (and the Progress you make with that gear), and some gear affects your physical attribute by virtue of being cumbersome.
Magic was last, since the character was a magic-user. The spells (powers) listed there included the Magic Difficulty amount for each spell, which added another level of complexity to the character sheet because they interacted with the skills section, which in turn interacted with the attributes. An easy solution would be to let the numbers flow down the sheet, so that the metaphysical bonus for a spellcasting contest adds up with the magic skill in the skills section, which in turn adds up with the magic difficulty for each spell in the spells section. Then, a spellcaster (being the genius wizards they are) just uses the sum listed with each Spell entry when rolling contests for magic use.
In all, not too many relationships on the sheet. My preference, and a design goal of the game, is to keep things as simple as possible so that playing the game is done mostly as the Guide and players talk to each other, with a limited amount of doing calculations or tracing relationships across a character sheet.