+1
The thing about some creatures in tabletop is that they are weak but use different tactics. (For example goblins would know how to move to cover after attacking, disengage and hide, take advantage of the terrain, attack in higher numbers - even if each individual attack is weak. An owlbear wouldn't, but it would hit harder, have longer reach, and have more life.)
Using inflated stats just destroys the game balance and spells that used to be great at low levels are mediocre. Take for example Sleep, 24 hp might seem huge, until you realize that no, every mob and their mother has 18-20hp. Want to put a group to sleep? Haha, I mob, take it or leave it. Upcasting? Ok, well the lvl 4 mobs now have 40-60 HP. Bad luck, mate. Still just 1. An AoE spell turned into a single-target spell by a weird gameplay choice.
I'm not saying Tav & team are left weak. With all the rare gear around, all the combos, effects, and statuses one can inflict, it's easy to mow down 90% of the EA content, with the bosses needing a bit more planning and thought. But it's not always fun.
Throwing extra actions per round, extra HP, armor, and high attributes isn't the solution. Gith patrol, I'm looking at you and shaking my head. Make the mobs work within the existing rules. Want a tougher mob? Make it lvl 6 or 8, like the prologue illithid & cambions. Want it smarter? Give it better tactics. I"m not saying we go BG2's way where every mage was a genius with contingencies & chain contingencies (and boy, all these A+ students trying to ambush me for 100g?? Is life in Amn so damn hard? Do they have 20 years of student loans to pay off?) - but not all monsters were created equal. There has to be a better solution than inflated monster stats & action nr to add difficulty.