OK, I should have qualified that with "I always assumed that...".
As far as the 15/8 limit, that is the average high and low a character will have with standard 4d6 drop lowest.
To correctly do the analysis you'd have to figure out the norm and standard deviations of the 4d6 drop lowest method and ... well there would be too much math for my brain at the moment.
It would be interesting to ask though, and why they didn't just use the point buy systems of previous editions.
I actually once wrote out all the possible combos of 4d6 (all 6*6*6*6 = 1296 of them). Then I took out the lowest number, and added up the remaining three. (I'm sure I could have calculated this with a smart formula, but I just used smart copy-pasting and wrote out all the possibilities). Turns out the average value is 12.24, and a total of 73.47 points.
With point buy, the higher total is obtained with stats like 13,13,13,12,12,12, which totals 75. The lower total is obtained by a list like 15,15,15,8,8,8, which results in a total of 69. The rolls therefore fall nicely between the max and min score with point buy. Also the standard array of 8,10,12,13,14,15 (average of 12) comes pretty close to the average. However, if you use the 15,15,15,8,8,8 list, you get quite a few points less than with rolling, simply because those higher stats are more "expensive". With rolling, there is no such penalty.
I also dumped all the results into a chart, to see the frequency with which all the possible resulting stats occur.
Hope this helps in this
epic discussion!
Personally, I'm about to start a new campaign, and I am actually gonna let the players decide what they want to do. If we roll, I will however allow rerolls (discard all 6 stats, roll 6 new ones), so to smoothe out the potentially large differences between the high and low rolls. Yes, that will result in high stats on average. I'll just adjust the difficulty of the encounters.
