It doesn't suck, of course. The game is very well balanced on this, and the design choices work very well within the system. But nevertheless some players do feel that some of their choices weren't so relevant, looking at how the system works.
This is most evident looking at how much disregarded are Masteries such as Gifted and Expertise. Even characters who directly benefit from Favoured Attribute scores from Cultural Blessings or Virtues without having to spend Hope (Woodmen, Bardings) will hardly choose them. For some other Cultures (Elves, Beornings) one or both of those Masteries are practically useless. You can have a maximum of 5 Virtues or Masteries, and there are almost always better choices.
I won't go further into the debate, since every gaming table is different and it's not the purpose of this topic. At my table there was a consensus that we needed something to feel the choices made during character creation more, so I came up with this "soft-impact" house rule that I'd like to share, comment and playtest.
Pros: the values you choose for your Favoured Attributes now matter every time you make a Favoured skill roll, and you will feel the impact of your choice much more. Also your Favoured common skill choices are more important, since now it means a +1 to +3 bonus to every roll. The Gifted Mastery is an outright +1 bonus to all Favoured skills that benefit from the same Attribute, while the Expertise Mastery is now a +1 to +3 bonus to the skill you choose. Now that's something I would actually choose as a player.Write your Favoured Attribute scores separately from the sum with the basic score. For example, instead of writing Body 5 (8), Heart 6 (7), Wits 3 (5), you write Body 5 (+3), Heart 6 (+1), Wits 3 (+2).
Favoured skills always sum the value in brackets to the final results of rolls. Using the values above, a character who has Convince 2 rolls 2 success dices and adds 2 to the final result (not 2 dices, just 2). If he had Awe 1, he would roll 1D+3 and if he had Travel 3, he would roll 3D+1 (and so on).
Skills that aren't Favoured do not sum anything to their rolls.
When invoking an Attribute spending Hope, then, you simply add the basic Attribute score to the roll, whether the skill was Favoured or not. For example, the character above who rolls Convince 2, rolls 2D+2. If he decides to invoke an Attribute bonus spending Hope, the roll becomes 2D+5 (i.e. he adds the basic Wits to the final result).
Also, gameplay balance is unaffected when spending Hope, since the final results will be the same as in the RAW (you just add the +1/+2/+3 difference between basic and favoured score before spending Hope, not after).
Cons: only Favoured skills are affected, and by a small boost... but it's still a boost. If you fear that things will become too simple for your players, as a Loremaster you may want to increase all the TNs by one level (+2) to compensate this. Things will be more difficult when using non-Favoured skills, but this may not be a drawback for the house rule, since it may encourage different specializations among players, or suit well high-level campaigns.