You seem to be missing quite a number of factors; perhaps you've nevr
tried any of these things you're talking about?

* A person on their knees, or crawling, is not comparable to a very
  short person for most purposes, including manual dexterity.  The
  relative proportions of different parts of the body are very
  important.

* People who are short but quick *do* tend to excell at basketball, at
  younger ages, until their taller, larger compatriots develop the
  coordination necessary to interfere (such as blocking shots).  Even
  then, in the skewed world of Professional basketball, the skilled
  shooters are almost always at the smaller end of the size range.
  Most importantly, a professional *anything* will very likely have
  skill modifiers (i.e. ranks) that dwarf the effects of size and even
  talent (ability bonuses).  In your example, this is even more likely
  to be true, since it would be very rare for a halfling and a giant
  to have the same dex.

* In the real world, the size of the *missile* versus the size of the
  target is an important factor.  D&D 3e decided to simplify this to
  the size of the *missile wielder*, since that last already included
  rules for weapon (and thus missile) fire.

* Real world analog of skills typically depend on much more than `1
  stat', but D&D 3e makes some simplyifying assumptions for game
  balance (and tries to compensate somewhat with synergy modifiers).
  For example, I can assure you that when rock climbing, dexterity is
  at least as important as strength.  In fact, when actually leading a
  pitch (what most people would think of as `climbing a cliff face',
  for example), dexterity, constitution, and intelligence are all
  likely to be more important than strength. A more `realistic' system
  would use combinations of these, such as ``you include strength
  penalties but not bonuses.  You may apply dexterity modifiers of no
  greater than +2.  Any pitch longer than 25 feet requires either an
  climbing+int check to find a safe resting point or a climbing+con
  check to tough it out without resting.''  I personally encourage
  everyone to use these sorts of systems when appropriate, but I feel
  quite understanding when thinking about why WotC didn't include them
  in the core rulebooks.

* your example of the `Giant-Halfling war of 794' totally ignored the
  critical point that a group of 11 `typical' giant soldiers (say, 3rd
  level) will, assuming mostly average rolls, totally destroy a group
  of `typical' 3rd level halflings with shortbows whilst losing at
  most 2 members of it's own group -- and that assumes that the giants
  aren't being very smart (perhaps a reasonable assumption :-).  Yes,
  they may hit %20 less often, but that ignores range effects,
  relative hitpoints, and relative damage from hits.

  Your example `war' much more closely models a game of `Giants versus
  Halflings paintball', where the goal is simply for each side to hit
  the other with identical effects more often, but one team is made of
  small, nimble, quick people and the other is made of larger,
  clumsier people.  This is, incidentally, why the reliable,
  affordable, personal gun had such a *huge* effect on combat -- the
  game shifted from `dealing damage' to `get any kind of hit at all'.



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