From above:
If I had to make a suggestion; I would start where many have already done in this thread: adding to the number of things tied to each stat.
Str: Move speed in armor is the biggest thing (reduce the penalties and take that ability away from crafting). A larger accuracy bonus for str. based weapons. I don't propose high stat req's for armor or stat req's on weapons. As that limits instead of adds to our options.
Fin: Climb rate/distance travelled (small increment increases). reduce chance to slip on ice/slowed by oil. (not when hit, but when walking over). Small acc. increase to all weapons.
Int: Nothing
Con: Something. (maybe this is the best place for more restrictive armor requirements. You'll need so much Con to equip this heavy breastplate or resist this cursed ring)
Wits: (I don't like wits)
Memory: Change the scaling to make 1 point matter.

Then I would implement something like a sigmoid or S curve to the scaling (for clarity, this is referred to as a 'soft cap' - except I would recommend a soft soft cap). This was one thing I absolutely loved in the first D:OS. That the more invested you were in one area, the more points it cost to improve that area. Except don't change the costs, instead change the rewards. Maybe this is already in game, because at level 20 or so, more finesse only added a 2.0% increase. So if at that point one point in Str adds the large swings we see at character creation then this would be a point in favor of stat diversification. As partner to this, I would change the stat by level and stat by item balance currently in game to more of a 50/50 split. (with optimizer players potentially achieving 50/60 respectively by sitting on shop keepers)

I think by that point I would be happy.