True, except it's closer to 2.25% in practice due to the animation transition delays.
Really? That would at least bring it a bit back in line with Might... though probably unintentionally. I hope Obsidian does a once-over on the attribute system before PoE 2. Design decisions are one thing (stop complaining about Might being both physical and magical, FFS), but when one attribute is almost strictly better than another in every way, that's just a broken system that needs to be mended.
Dexterity is strictly better than might (due to it being a reduction instead of an increase), except for spellcasters that like to use damage/healing spells since there's no way to increase spell damage like you can for weapons.
It also really shines for classes that have inherent damage bonuses, like rogue and cipher (to a lesser extent).
Might is definitely more of a (damage) caster attribute. A str 10 rogue does nearly as much damage as a str 20 rogue, and that becomes more true at higher character and equipment levels -- e.g. a 3.0 damage multiplier (at 20 strength) is only 11% more damage than a 2.7 damage modifier (at 10 strength). The difference is more substantial at level 1, though, and there is the fortitude save bonus to consider.
There's exceptions -- like with moon godlike might starts looking better if you want to maximize heal amount.
actually, due to the way DR works having might proabably does more damange in some cases.