Zero Hex said Dual wielding is not too viable in real life, truth be told. But that's neither here nor there.
That's a nice block of answers but it still doesn't give me any kind of perspective over what that 2 means beyond "You're proportionally better than people with 1s, but weaker than things with 3 or more, and it's just a flat bonus to a d6 roll". How low is 2 in the world, how big is 10, what's the maximum possible in stats, do monsters get higher maximums than players? I could potentially have a character that starts with 11 wis and 1 everything else, what would that make it in this world? Would he be a spellcasting prodigy that can't wipe his own bum, outrun a snail or survive a stiff breeze? Would he be normal (meaning shit for adventuring) except for his wondrous uberbrain of spellcasting?
And since we're at it, why can't a defender pick his own defensive stat to pit against an attack, situation allowing, except for spellcasters? Why would a creature that relies on agility try to enter a battle of strength instead of simply dodging/parrying and counterattacking unless it's backed against a corner and can't feasibly use his agility to escape or somesuch? Doesn't this just mean casters have a far more reliable defense than noncasters? Sure they don't get to deal damage back when attacked but they can always use their main stat to add to their rolls, like I'm saying everyone should be able to.
This is why trying to establish a system is generally meh. Lil details, and stuff like all of that get in the way, of what is ultimately supposed to be writing.