I know a lot of games, especially universal ones, struggle with this. I believe it is futile to try to cram everything from a human being to a battleship in the normal Attribute range.
One solution I liked is from Everywhen, The system uses an attribute range from 1-5 only, so simply looking at attributes is not enough. They introduce a new statistic called “scale”. The human baseline is basically scale 0 but its not that tied down. Larger Scale means bigger, tougher, smarter what have you. A creature could have Intelligence 1 and Strength 2 (2). This means for its own rolls it adds +1 when rolling INT and +2 when rolling STR. The (2) shows that the STR is at scale 2. Scale only factors in when you attack someone or are doing opposed rolls. Note that it uses a totally different damage system, I have adjusted the example to use the ICRPG dice.
World-travelers Nick and Ian are deep in the jungles of Dinosaur Island. The pair are surprised by the sudden rustling of foliage, as a 35 foot, two and a half ton Allosaurus (Scale 2) casually shoves aside a banyan tree on the trail ahead.
Our Heroes have a round before the fleet-footed carnosaur closes the distance. The GM judges the beast is within range for the weapons.
It’s Ian’s turn. With a firm hand he chambers a cartridge into his Elephant Gun (2) and welds stock to cheek. He has DEX +2, but due to the dinosaur being so much bigger it is stepped up twice (+2->+4->+6). The round hits for d8 scale (2) damage, meaning d8 when adjusted for the Allosaurus’s size of scale (2). If he would have fired the gun at another human, the damage would be increased 2 steps (d8->d10->d12). If fired at something even bigger, say a Scale 3 Tank, the damage would have been stepped down one step (d8->d6) due to the scale difference being in his disfavor.
Nick pulls his trusty .45 automatic. He manages to hit, but the slug, which normally does d6 damage, is stepped down by the dinosaurs scale of 2 to a measly 1 point of damage (d6->d4->1) If he had shot at something of Scale 3 his weapon would not be able to damage it at all as it steps d6->d4->1->0.
When the Dinosaur reaches them, it attacks, hits and bites down and grabs Nick in his Teeth. They do an opposed STR roll as Nick tries to free himself. Nick has STR +1 and the dinosaur STR +2 (2)! Since Nick is Scale 0 and the Allosaurus Scale 2, the Dinosaurs bonus is stepped up twice. +2->+4->+6!
When rolling against or opposed you always compare scale and the difference either steps up something or steps down something, depending in which direction it goes.
It sounds complicated but in game works rather well usually. The steps don’t work as easily in ICRPG as they do in Everywhen which has a very different damage system but I hope you get the gist.