Do you have any idea how many things the attribute system is tied to?
Personality, learning capabilities, crafting capabilities, skills, combat effectiveness, emotional characteristics, ETC... redefining the limits of the attribute system and then recalculating the entirety of all these things would be a lot more work than adding the proposed token.
Huh? What are you talking about? I never said that anything about that would be necessary except for changing how high the attributes can go. This should not result in any qualitative changes to the system, and if the system is designed remotely competently, allowing "memory" to go up to 10x instead of x (where x is whatever the maximum is now) should not cause problems.
So if the calculations were that a creature that had a body size of 70000 and a fist rel_size of 40 would hit for 10 damage and knock the creature back one square, the effective size token would not affect the first two arguments but would alter the next two, so the creatures physical size and relative sizes remain the same and all calculations regard those sizes also remain the same (IE how easy the part is to hit based on its size, is it easy to remove,ETC), but the combat effects normally associated with those sizes (how much actual damage a creature takes to the bodypart, how vulnerable is the bodypart to being severed or broken, how far a creature is thrown by the impact of the bodypart and what damage is done by it) are instead recalculated by the effective size token.
You're forgetting that a lot of these things would be handled by
the same mechanisms. How wide a hole your spear (or a pointy claw on the end of your hand, or a horn on your head) makes, and how deeply it penetrates, is very much tied to how much damage it can do. The simulation is enough of, well, a
simulation that you can't expect things to work reasonably, as there's just no way to simulate how much damage a minotaur's horn would do when he gores you without also changing how wide or deeply it penetrates, and other things directly related to actual size that you couldn't treat differently.
Again: Allowing attributes to reach higher values shouldn't really mess anything up. The only reason that would happen is if the game uses fairly bizarre methods that make assumptions about the maximum attributes and fail to function properly above those maxima, which should not be, and probably is not, the case. The game should be able to scale well as attributes increase.