The first thing you notice is that Riflemen have 3 additional skill levels. Most likely a remnant of skills being removed/shifted. Whether Riflemen need to lose 3, or MCT need to gain 3, the difference is there.
Using the old to-hit equation (Perception and Weapon Skill versus Dodge), melee combat troopers were fairly accurate, starting with 6 out of 10 possible skill levels versus an opponents dodge (as opposed to Riflemen who had a 4 out of 10).
With the new equation (Dexterity and Weapon Skill versus Dodge), MCTs now only have 3 out of 10 possible skill levels (due to having a 0 Dexterity), and Riflemen now have 6 out of 10.
How does this translate in the current combat?
Against creatures with no Dodge, my MCTs hit roughly 55% of the time. Against bandits (who obviously have higher Dodge), this plummets to 25-30%.
There are going to be people saying "Why not put points into Dexterity?". The simple answer is that they can't hit their target. Which means they gain no XP to level, and thus get no skill points to allocate.
Again, I'm not sure if this is known or being worked on, so I figured it wouldn't hurt to say something.
Looking through my old events, it seems you're right. My Level 1's had 5 SP to spend, and that made the template for the MCTs I was referencing even worse (by 1 point in Str and 1 point in Dodge). (Whether or not those points were refunded because of skill removal is unknown to me)
So now I have to find a way to make 70 MTCs actually be able to hit their target with a Dex of 0. Would have been nice to know about skill changes/implementation before the skill reset. And saying "the tooltip has been saying it for years" is pointless, because we all know "non-implemented skill X" can change it's definition prior to working.
I would say that those 4 extra skill points were supposed to be put into Dex, and just got missed - the way to enter the skill sets is not terribly intuitive and it is possible Gav missed it for Melee guys.