Sounds like they needed to make a difficulty where you receive 2x damage, but enemies still receive the normal 1x damage. Then it would be realistic for both sides.
Rather than arbitrarily increasing difficulty via damage/HP, why not have V.A.T.S. chance (i.e. on Normal, V.A.T.S. acts as it does without perks, on Very Easy it's like having all the perks, and on Very Hard it's like your Perception is nil) and item HP (i.e. on Normal, items have the same HP as stated on the Wiki, on Very Hard they have half HP, etc) scale with difficulty. That way, it's still a fair, realistic fight (enemies still take the same damage that they should), but the overall game is harder. Item scaling would work as well (on higher difficulties, have food and stimpacks heal much less) and perhaps armor scaling would help make the game feel more difficult without being cheap. By armor scaling, I mean that all armors are scaled equally based on difficulty (on Normal, all armors will function with normal stats as stated on the Wiki, on Very Easy, clothing will provide some DT and armor will provide more than normal, on Very hard, clothing/no clothing at all will provide negative DT while lower armors provide no DT).