(( It would make equalling those NPCs a lot more of a challenge, that's certain.
As for the system - I like how the attribute/stat gain is currently weighted against the equipment gain. The new system would shift the balance towards gaining the edge with items/enhancements (as it'd take exactly twice longer to reach the straight bonus of +2 and more), and that would be... somewhat novel to this game (not sure if bad or good).
Moreover, the new system would extend the practical limit of it being worth investing points to a single attribute/skill, thus shifting focus of the game towards later game (rather than two-five mission veterans, more like five-eleven mission elites) - which may not be good, considering the 'You won't survive the service here' idea of the game.
It might have slowed the pace of arms race, thus giving the recruits a better chance against the veterans, but, in reality, the veterans would most likely overpower the recruits just by the means of their superior equipment, as noted above, so that aspect of the game shouldn't change.
Overall, ... I don't know. I like the current balance of things, I like the idea of decompensators as expensive items that still require you to pour a lot of points into the chosen attribute/skill to obtain the guaranteed fives, but if there was a way to incorporate the dynamic bonuses into the existing picture (say, introducing a fifteen-something-tokens dynamic +1 item, or another kind of progression rooted in the character stats development, parallel to the existing attrbute&skill gains structure), hopefully that would turn out very cool and true both to in-universe sense and game's feel.
On a reflection, 'holding back' as in 'taking voluntary penalties up to completely negating the attribute/skill bonus' might also be useful, though only in a small number of situations (such as, yes, sparring, ... - actually, I can't think of anything else; precision sniping/controlled demolitions, maybe?), I'm afraid. ))