Well, I'm quite glad we're seeing it in practice. But it should be explicitly mentioned, because hit point scaling does not necessarily imply damage scaling. One could, in fact, have hit point scaling without damage scaling -- we had that in 1E/2E. Characters would feel very resilient, because it would take a *lot* of blows to bring them down ... but that would also mean that combats would either devolve into boring slug-fests or casters would overwhelm at high levels (both faults seen with 1E/2E).
In any case, it certainly looks like they're on the right design track with the math as far as I'm concerned.
1E/2E had damage scaling, in the form of multiple attacks at higher levels (for fighters) and increasing backstab multipliers (for thieves). It wasn't as much as I'd have liked, but it did exist.