I´m on the fence about the Strength thing.
As I understood, Strength still plays a role in determining the Attack Value, which can result in Edge gain (or Edge-Denial, depending on the opponent), while it doesn´t contribute to the Damage Value. That
does make some sense for many melee weapons, especially Blades and Knifes. The most important factor with bladed and pointed weapons is
where you hit, not how much muscle you put behind it. That´s why I actually find SR5 more unrealistic in this regard: A swift surprise attacker with a knife is a deadly threat in reality, even if it´s just some lanky methhead. However, in SR5 that Methhead (or BTL-Junkie) would never be able to significantly hurt you, even with a lucky hit. Strength was everything. Now, Strength can only give you - well - a bit of an Edge. That somewhat fits, at least for these kind of weapons. And while it doesn´t fit as good with weapons like Clubs or Axes: Lifting an axe over your head and smash it straight down is something even a Strength 1 nerd should be able to pull off. It will be a shitty performance though, which will likely give the opposition Edge as well. And if that´s not enough punishment for the potential 1-Strength Axe murderer build, the GM could also argue with encumbrance: "Yeah, you can take your Axe, but not much stuff beyond that".
There are still two major problems here:
- The whole Attack Value/Armor/Edge-mechanic (as far as we know so far) is likely to be a total disaster. 1 Edge isn´t doing much of a difference, and with a maximum of 2 Edge per pass (or is it per round? Yeah, it´s probably per round, since that would be even worse
), Strength will often yield no benefit at all - Just like armor. If that whole mechanic wouldn´t be so stupid, there would be much less grief about Strengt only counting for the Attack value. - With unarmed Attacks still using Strength for the purpose of Damage Calculation, Strength-maxed Characters would be more dangerous unarmed than with a melee weapon - and that just isn´t realistic, let alone balanced. The main advantage of unarmed combat is that it´s available everywhere. Using a weapon should always be more of threat than using your fists alone (apart from adepts, maybe).
There are easy fixes to these problems. One would be to tweak the Attack Value/Armor/Edge
clusterfuck interaction into something more reasonable and rewarding. Shouldn´t be too hard, and it´s also a good idea when looking at the other half of that problem (armor being almost useless for avoiding damage and giving you magic mojo points instead). The other would be an option to further buff the damage of Melee weapons for exceptionally stong characters. It´s just really telling that the writers weren´t able to see these pitfalls themselfes...