Is INT 18 at such a low level game worthwhile?
Increase CON and WIS for the +1 to Saving Throws there?
CHA based skills are covered by my CHA 16 Paladin, whose skillset includes Persuasion and Intimidation
Light Armour Proficiency to free up a Spell Slot? One can never have too many Fireballs ...
This would eliminate the need for Gale to cast Mage Armour on himself and provide (more or less) the same protection. As LAP comes with +1 STR this would increase his loot carrying capacity (partly offset by weight of armour)?
However, 18INT would give him that extra spell anyway ... and increase spell lethality (?).
Magic Initiate - Cleric? For extra spellcasting.
Or Magic Initiate - Warlock? Are these spells regained at Short Rest?
What about "Tough" for the 8/10 HP boost?
16DEX for boost to AC, Saving Throws and crossbow shots "when you run out of spells"?
Increasing INT is never a bad option. It will allow you to keep up with increasing enemy AC/saves and thus hit more often. To clarify, more Int would allow you to *prepare* an additional spell, not cast an additional spell per long rest.
Increasing CON and WIS is also a great option, especially as there aren't currently any(?) wisdom or constitution-related half-feats in BG3.
Light Armor Proficiency would be a fine option in tabletop, but less so in BG3. BG3 has armor with class-specific benefits: magical robes for casters that grant bonuses to spells. So you probably wouldn't
want Gale to wear Light Armor. Also, a single first level spell slot per day isn't that large of a cost at higher levels.
You get half the benefit of Tough (plus more benefits) just by putting a point in CON, so I wouldn't recommend it.
Increasing Dex is also good, but personally I think increasing INT or CON+WIS is just better. "Offense is the best defense" or "two is better than one." Plus, with cantrips (and the ability to freely long rest in BG3), you'll never run out of spells and
need to use a crossbow.