That's why I say they would need an algorithm to make it equal (so that high str builds who would obviously deal more damage, would still be rewarded proportionally).
I don't see why this is necessarry. STR builds dish out more damage per hit, does that mean they dish out more damage per second?
I think damage is pretty close to battle effectiveness. Every action you do is to deal damage or to defend yourself, to allow you to continue dealing damage. There is no healing and no extensive building, every player is a damage dealer. His primary goal is dealing damage.
Although everyone is always screaming 'What about the support classes?', I don't really think there are support classes. Sure a shielder can cover his teammates once in a while, but when the enemy gets close he attacks and deals damage. Pikers are support classes? Give me a break, sure they work better when fighting alongside teammates but they deal shittons of damage. I don't think I have ever dealt more damage per round than with an ashwood pike.
If STR builds deal more damage, they should be rewarded accordingly, it shouldn't be scaled. If they deal more damage, they are more useful for the team, they should get better rewards. Still, I don't think STR builds do all that more damage/round.
(Yes I do understand that this system would be far from perfect, just spewing out blatant optimism to counter the immediate no sayers who haven't given it any thought at all.)