Li Shenron
Legend
I think that linearity is a better math solution than the old "curves" for ability bonuses. It is more streamlined, easier to remember, allows for easier design of challenges and circumstances modifiers (including equipment).
To me your concerns about the distribution of ability scores/bonuses over the population can still be solved by adopting an alternative way of rolling for ability scores, without the need to also go back to a non-linear definition of ability bonuses.
All that matters after all is how exceptional is a +3 bonus (rather than how exceptional is a 16) if the bonus will be used in many more mechanics than the score itself. So if you want to "compress" the distribution more around the average, you can do it by changing the rolling method to something with a lower variance.
To me your concerns about the distribution of ability scores/bonuses over the population can still be solved by adopting an alternative way of rolling for ability scores, without the need to also go back to a non-linear definition of ability bonuses.
All that matters after all is how exceptional is a +3 bonus (rather than how exceptional is a 16) if the bonus will be used in many more mechanics than the score itself. So if you want to "compress" the distribution more around the average, you can do it by changing the rolling method to something with a lower variance.