Here's around half of the code, which changes the weapon damage and attacks to use Dex
if Dex is higher. I set the priority to Post-Attributes, 1000.
Code:
doneif (tagis[Helper.ShowSpec] = 0)
doneif (tagis[Helper.Disable] <> 0)
field[abValue].value = 0
foreach pick in hero from BaseWep where "(!wProperty.Finesse & Helper.Proficient & wProfReq.Martial)"
~We have the option of using Dex instead of Str for attack and damage
perform eachpick.assign[MelAttOpt.aDEX]
perform eachpick.assign[DamageOpt.aDEX]
nexteach
The missing code is to change the damage die to the unarmed die if the average damage would be higher - that should be able to be cribbed from the Martial Arts ability for the Monk. Although there could be a case to leave it as it is.