One aspect of stat requirements on equipment I don't particularly like is the break-point mentality of them. I.E. Get exactly 6 DEX to equip this important item, dump everything else into STR. It can make the difference between a viable hybrid type build and a completely unviable one just a single stat point. And on first play-throughs it can make stat assignment a very reactive process rather than a planned one as you have no idea of what stat requirements to expect later, which ruins a bit of the fun of playing with a whole new system of possibilities as you have to hedge your bets a little.
I'm generally happy enough with the idea of no stat requirements in a game like this. There's no crossover between run-throughs so there's no concerns about twinked equipment, and access to powerful equipment can be controlled by other factors in that situation. Conversely I like the variety and adaptability available where stat restrictions aren't in play.
But balancing equipment access and benefits across all classes in all situations is a big ask, so maybe a little safeguard against outliers would be useful. So I'd like to propose a kind of soft-restriction based on stats if it is to be implemented. Where, when you have less stats than the requirements, the item is still equip-able but the power of the item scales down from 100% proportionate to how much under the stat-requirement you are, down to some minimum stat value where it stops at (for example) 50% of base power. Just to take the edge off those very sharp break-points whilst still keeping the spirit of a stat requirement system.