I dont know why you single out DEX here, when all the stats need more balancing.
STR/FOR/AGI overpower ALL other stats. They also are major combat stats. Thus forcing people to choose combat as a primary skill, along with the other skills that these crafts go with, which also happen to be heavy combat. (Bonecrafting, Leathercrafting)
My idea is to take a look at each stat and figure out what you want it to be, and then give a bonus that is equal to EVERYDAY life of other stats. IE, STR has major effects on everyday life with weight you can carry and its good in combat, and it has some crafting skills with it. So its clearly well off. While INT could effect things like action speed. Higher your INT will effect your crafting speed by 1% per 3 points of INT, at 100 INT you would have 33% faster crafting/action speed.
CHA could effect the base chance at a higher avg of actions. Like when you scav and your stats are say maxed out, and skill is maxed out right now you have an equal chance to get 85QL as you do 99QL, so each one is a 7% chance to get any point in there. Higher CHA could make it so lower QL is lower chance and higher QL is higher chance. So each CHA is worth .33% (or 3 to 1 ratio) of 1% better QL stuff. So at 100CHA you would have instead of a 7% chance to 85QL you would have a 2% chance. At the same token you would have a 21% chance to get 99QL item. Couple with this combat criticals or something. With a 5% base chance to do 2x damage, CHA could increase that chance by .33% per point, so at 100CHA you would have a chance to do 2x damage on your swings at 38%.
This is just a basic concept of how to balance the stats. I think they did a great job in balancing the stats with each resource/combat/crafting skill. However, I think they need to balance the stats to everyday play else people will all tend to have very close stats for the most part and little choice after that.
I'm very much of a fan of people building a toon to their playstyle not forcing themselves to play someone's playstyle because its so much better.
Just FYI there are advantages for each of those types (save grass armor which is bottom of the barrel on everything but defense).
Bone is heavy and costly.
Leather is light and slightly costly.
Cloth is very light and cheap.
Grass is very light and cheap.
In combat, I almost never wear bone, most people would class me as a top if not thee top end fighter. I dont wear bone because its weight is a cost that I dont like holding me back. I play to my strength of fast attacks, and manual dodge.