It looks to me like the FPS Controller uses transform to move the character, I'm guessing the 3rd Person does also. However, in much of the Unity literature they talk about applying forces, not Transforms? Am I missing something?
I phrased that badly, they seem to be adjusting the Transform directly for the x and z axes, although the jump seems to use physics and gravity. I find the absolute value for step offset and slope limit to be almost antithetical to the concept the unity physics engine. Shouldn't these be restrained by Force, Friction, Mass, and Gravity and variable given different factors for each of these?
I'm not entirely sure I understand what you're asking. The force/friction/mass/gravity is partly controlled by the rigidbody that you'd apply. The force itself is controlled by a script. I've seen them used together, and I've also seen character movements that don't rely on physics forces at all. Really just depends what you feel comfortable with and what works best for your specific character.