Let's first get this out of the way, this change might seem beneficial to hermits but it really doesn't change much for them. No matter how much you try to decrease the difference between low and high stats, people who are not interested in that part of the game and have no experience will lose 100% of the time anyways due to how combat works. They aren't losing due to having lower stats or worse gear (well it doesn't help but stats or gear don't affect your ability to run away), they are losing due to skill issue (as elitist as this might sound). Nobody actually cares for hermits when disliking this change.
Now that i appeased all the mouth breathers, i don't believe that this change has been tested in a proper environment like a 5-15 vs 5-15 (vs 5-15 vs 5-15) clusterfuck where everyone is running and someone might just get combo'd by 5 people at the same time for running too far ahead of the rest. So it might be just fine at the start of the world and then turn into everyone getting killed in matter of seconds due to weapon damage scaling higher, maybe it'll be bad to begin with as everyone will be too squishy, or it might be just fine, who knows? Not me, nor the devs.
What about bows, will they make chasing people impossible (ie. 15 people shooting for 10 hp each) or will they be useless? Has this been tested? Will hermits in lql armor/ no armor just get one shooted by a good rbow?
What about grievous damage has it been balanced appropriately so moves that deal higher amount of it aren't just a sure way to kill people?
I can go on and on, but i think i got my point across.
Furthermore pvp as it is right now (between equal parties) is basically 100% about numbers, if you have equal numbers the fight is actually enjoyable (Subjectively, personally I prefer fights up to 5v5 rather than the big 15vs15vs15), if you are outnumbered by like 3-5 people (ie. 4vs7, on equal stats/gear) the only thing you can do is run away and try to combo them if you catch the chasers far apart. This is an issue in itself but it's fair, if someone has more fighters they should have an advantage (obviously). But as it stands right now you can get higher stats and better gear than the other party (easier if you focus your resources on fewer fighters instead of spreading them). Making the difference in stats less impactful (getting 400 con is stupid easy compared to 800 str at which point str starts to slowly give you a small advantage) removes one of the factors that could somehow (not by much) compensate for inferior numbers, so quality vs quantity (quantity wins most of the time).
This change will encourage factions to throw more and more bodies at every fight, and since the entry point of being a fighter will be basically non existent (just get half the stats + uac of top fighter, throw on some shitty gear, and know how to drink), you'll be able to spam out fighting alts that you can lend to people if need be. And i don't think anyone likes big numbers in fights (on either side), it quickly becomes a clusterfuck and it's just unfun to participate in.