Coincidentally I'm actually reading the base melee rules right now, and they never bring up the subject of opposed tests

Although I did miswrite my original statement - I meant to write "if you often have people with skills far above 6 etc etc etc". So that's my bad. 6 itself isn't so bad, and IMHO 7 and 8 are okay if the character's experienced (or is a metahuman - a cyclops with a strength of 7 would be kinda pathetic.)
I personally, though, dislike overpowered games. In fact, house rules on my games is that you may only start with one stat at 6, one skill at 6, and two skills at 5. And I'm considering changing the first part to "one stat at 6 or two stats at 5, everything else 4 or below". (Before racial modifiers.)
(Which is kind of amusing when you consider that I also believe in "anything is possible, if you can roleplay it, pay for it, and are lucky enough" - I don't mind power levels reaching absolutely absurd levels as long as the players have worked for it.)
Back on subject - most of the opposed tests I've seen are ones where failure is really really important, like negotiation or holding a door closed, and in those cases the massive penalty you get for being one point too low (or bonus for one point too high) makes players prioritize those skills. Which means the GM has to raise the opponent's skills for them to not be pushovers, and it turns into a massive arms race where every skill point is an 80% bonus. My feeling is that players shouldn't *have* to raise their skills above 6 in order to be effective, and over-six skills and stats should really only be considered if the player wants to be a world-class expert, or kill them.