That's a question in a vacuum. I would assume that if they significantly boosted the Weapon damage bonuses from might, that they would also boost the spell-based bonuses from intellect, the accuracy/critical bonuses from Dex etc., thus every class build can find a way to battle on equal terms with a Might-build, thus maintaining balance without insulting us with these placebo stats as they currently are which don't really do much to any build.
Each small point has a small effect, but they add up. Would you really prefer the MIG bonuses (boni?) to instead be huge, such that characters without high MIG would be completely outclassed by those without it?
Still not a fan. People are underestimating the difference 30% makes. Jack that up to 60% and jack everything else up accordingly and you now have characters who are completely and utterly defined around their stats. I think the bonuses (boni?) could probably stand to be a little larger. But not much.
60% difference in damage from Might 3 to Might 18 would have seemed rather minimal to me to be honest before I saw that it doesn't even do that in project eternity. If you leave an attribute at it's minimum value I'd have assumed your character would be pretty much hopeless at whatever that attribute governs, if you max it out your character should be incredible at it. Giving attributes twice the effect they have right now still isn't that, but it at least means characters with average vs extreme values are differentiated, rather than only extremely high value vs. extremely low values actually being noticable.
The main problem is that having a crippling low dexterity or being as smart as a brain damaged goose reflects in no way in combat or the world. Having 3 intellect doesn't make you a blabbering idiot in dialogues (correct me if I'm wrong) or bad at using abilities, it just means your abilities duration and area is a bit smaller than someone who is five times as smart as you, literally. Having 3 dexterity still means you are pretty accurate in melee if you are a warrior or a rogue: you completely dumped an attribute and you're still good at the thing that attribute governs.
Having all attributes be useful to all classes is a nice idea in theory but if you have multiple characters people will naturally gravitate towards specialized roles and away from generalist builds using all of those attributes, especially if the game doesn't really care that much if you do or do not.
If you want an awesome priest you just have to pump intellect and might, dump everything else and keep him at range: even if he will have lower health, or accuracy, or concentration or interruptig chances than someone with a more balanced build he doesn't really care because it's still good enough.
Six base points in resolve still gives you almost +20% concentration, five base points in dexterity still gives you five accuracy which isn't much less than fifteen, ten points into constitution gives you 20% health/stamina which is stil good enough and isn't going to give you much less health than a priest pumping his con all the way to twenty until you reach endgame. And then you probably won't care much anyway, unless you're playing in path of the damned mode, as the game will be balaced around someone with average values, not people stacking health.
People would dump intellect, wisdom or charisma in IWD not just because they were useless but also because there were absolutely no penalty for doing so. In IWD2 this problem still existed but was less prominent. Why? Because dumping Intellect meant you would lose skill points and access to some talents. Dumping Wisdom lowered your will, crippling your already low saves if you were a martial class. It wasn't pretty and it didn't really solve the problem (charisma was still useless to almost every class) but it was still something.
The problem is that it feels like the game (and who designed the attributes) didn't really want the attributes in the first place. It feels like the classes are supposed to behave and be balanced around certain basic values decided by the designer and anything else is more flavor than a real difference. You can make attributes give higher values or force a higher minimum base value for attributes, but it's still just trying to patch up a flawed system that wants to look like D&D but doesn't want to be like it (which I understand because, popularity aside, it isn't that good). I know that the whole point of the six attributes is to cater to nostalgia and what people are used to, but if the system has to suffer for it it isn't worth it, imo.