Many people sometimes forget that while the burst damage of a dual wield rogue could be hire given skills and sneak attacks, the 1AP cost of 1h weapons allow for greater tactical flexibility. It's fairly easy to fit a 1AP skill/attack into any turn and still do a few other things, but it can be limiting to have to always require (plan for) 2AP of dual wielding.
While the bonuses from dual wielding can be a turning point in decisions, I find that the advantage mitigated by the fact that characters will still be limited in tactical flexibility. The bonuses will make their burst damage higher and their skill effects powerful, but they will still be limited in how they can make use of them.
The ability to, assuming 4 AP a turn, get to:
- [attack/use skill/move from sneak->attack/use skill/move->attack/use skill/move->go back into hiding] is fairly strong
vs
- [attack/use skill/move from sneak->attack/use skill/move or attack/use skillmove from sneak->use skill -> go into hiding or ...] where you must decide what to commit to