This one will be short and sweet, since it's not a huge, vastly-thought out change.
Here's the deal: right now, Dex, particularly in Cinematic Unisystem, is the king of stats. Far and away, Dex is worth more than any other stat (With the exception of Willpower if you're a Witch. Then it's just far more valuable). Dex gives you your dodge, your to-hit, your number of attacks, and adds to your damage in the form of extra Success Levels (and extra attacks).
This is somewhat emulative of Buffy (and Angel to a lesser extent) and it's a handy way to keep the Slayer from needing a 9 STR to be as cool as Buffy. But it has some drawbacks. When your Slayer does get that 9 STR, on top of her 7 or better DEX, she's nigh-unstoppable. And she can get there while largely ignoring two of her physical attributes. Also, it's really hard to build a big, strong guy who's effective without being hyper-fast. By the time he's strong enough to make up for his lack of speed, the "glass ninja" effect really kicks in, and people start going splat and looking like wall-art.
So I suggest a minor change: make STR and DEX interchangable for Melee attacks. Dex still wins on Initiative, number of actions, and defense, but now a big, strong, slow guy can hit by plowing through defenses with brute force. This only works on attacks where pure strength matters. Mostly, that'll be hand-to-hand or melee weapon attacks. I'm not even sure I'd apply it to thrown weapons, and for sure it wouldn't apply to launched ones like bows or crossbows.
I might also suggest a new Defensive Maneuver called "Just Take it" which is Kung-fu or Getting Medieval + CON. It works just like Dodge, but the idea is that you parry, shield your vitals with your arms, or whatever, and... well... just take it. I'd only allow it to apply to Bashing damage unless the defender has natural armor or something - in which case he probably doesn't care as much. I haven't thought that one out yet. It just occured to me while I was typing this post.
That's the kind of cutting-edge, up-to-the-minute, heavily-hyphenated game design you get around here.