As far as I recall, there was already a discussion about character size depending on stats but the response was that clothing wouldn't match characters and would have to be properly resized or something and that would looks like ugly or something. I'll try to link the post if I can find it in next 5 minutes.
Edit:
Re: Visualisation of character attribute and a bit of a feat
postby loftar » Thu Feb 22, 2018 2:01 am
I'd absolutely love for the player model to be flexible in various ways, be it customized as part of character creation or a reflection of values. If anything, I'd also like to have several different "base" player models that can be chosen between like choosing hairs, but as Jorb says, it's all a fairly big deal. It would probably not be overly difficult to implement technically, but getting everything to work together graphically is the challenge, like getting the different meshes that come from clothes to fit properly and not bleed into each other, and getting animations for character models of different sizes to fit equipment like roastspits or wine presses, and stuff like that. Not really sure how to solve that in a way that doesn't require manually crafted combinatorial resources.