I'm considering the pros and cons of bonuses from high stats being calculated in a more simple way compared to D&D 3.0, 3.5, and 4.0.
Imagine if you got a bonus to rolls for every point a stat is above 10, instead of for every 2 points a stat is above 10.
Pros:
You don't need a chart to help figure out how your rolls will be affected by your stats. It's just a one-step calculation for bonuses or penalties: your stat - 10.
New players would probably find this simple approach appealing compared to the existing formula of (your stat - 10) / 2, which is a or two-step calculation involving circumventing the normal order of operations with parenthesis.
You don't have to convert stat modifications into bonuses - a +1 to a stat is a +1 to its relevant dice rolls.
Cons:
A lot of existing players got used to the method for stat bonuses introduced in D&D 3.0. D&D 4E still uses it.
You can't use 3d6 or 4d6 to determine stats, since starting stats would have to cap out at 14 instead of 18. You'd have to instead use an adapted version of point buy.
Adapting existing 3.X and 4E materials to the stat system takes an extra step.
Any effects that drain ability scores would have to be adapted such that they deal 1/2 their normal stat damage, or be replaced with other game mechanics to achieve the same effect.
Anything I might be missing here? Think it would be worth it or not for a hypothetical pen and paper RPG system?