You know what's fun and funny? Having very little intelligence in Fallout 2, and being treated like an idiot. The entire dialogue path is, yes, more work. But is really quite funny to see, and what if this applied to every stat in SPECIAL? In part because SPECIAL could be, a lot more special to begin with.
What if for Strength, if you had a 10, you could lift up and throw ridiculously heavy objects in game? That ruined car? Pick it up and shove it as cover, that desk? Pick it up and toss it into an enemy as a weapon. You put the stats in, you really feel it. On the other hand, if you dump it down to one, you can't even lift in game objects. Maybe you don't even have an inventory other than what you have equipped. "What that's horrible!" But as long as there's a very clear EXPLICIT WARNING of what you get when you choose that at the beginning, it might be really fun. Playing crippled in some way intentionally is something a lot of people might want to try at some point, and by giving steeper more effective negatives and positives for stats can make the game more interesting to replay, without hurting anyone unintentionally as long it's made very clear what scores do what.
You could go all the way through for every stat. Have a 7 in Charisma? 2 companions at once! A 10? 3 companions! Only have a 3 in Cha, no companions. Have a 1? You get no quest rewards ever and there's a chance people will attack you if you even talk to them, because your only dialogue options are "Up yours ya mutant!" and similar.
You could get a special, awesome robo companion for a 10 in intelligence, and be too dumb to even trade at a 1 because all your dialogue is a series of mumbles and grunts. For Endurance maybe you could have a high chance of catching a disease just randomly at a 1. If you have a 10 in luck... Speaking of luck couldn't it be much more, luck? Like there are levelled lists for all the loot, if you have a 10 in luck every chest has thousands of caps and awesome loot, if you have a zero every safe just has spiders in it, and they crawl out and bite you. Random events could go from "you would have died but are saved by a passing stranger and don't have to reload" to "you are mistakenly accused of a crime and are now wanted in this town".
Point is, instead of just dumping a stat meaning "you really just aren't as good at X" and pumping up a stat meaning "You can hit harder on X" give players some real, super tangible effects if they go one way or another to an extreme. Being crippled can be fun if you get into it intentionally, and being awesome is just awesome to begin with.