Having intelligence or charisma set to 1 is already accompanied by enough "punishment" (by lack of reward) and they aren't even linked to a critical resistance.
The same applies to luck really, as if you dump luck for the intent of never firing aimed shots (as a bg burster for example) you will suffer by having an extremely low base critical resistance.
The same cannot really be said for the other "critical resistance" stats as 35% can easily be supplemented with a single module or perk, where a "dumped luck" character can only slightly reinforce his weakness with a perk (man of steel); with 1 luck you have 0 critical resistance, with 1 luck + man of steel, 17%, whereas with 1 ag you have 35%, 1 ag + crit ag goes to 60%, and 1 ag with a 10 charisma crit agility module goes to 85%.
The offset for dumping is not fairly distributed across all special stats in this sense. By making the increment of critical resistance lost or gained for low and high specials respectively this could be "rounded out" a bit more.
E.G. If critical resistances started at 15% at 1 special and incremented as follows;
2 = 25%
3 = 35%
4 = 45%
5 = 50%
6 = 55%
7 = 60%
8 = 65%
9 = 75%
10 = 85%
The end result (85% resistance at 10) is only slightly higher than the original numbers but the penalty for starting with a low or completely dumped stat (or having them reduced to these levels by drugs etc) is a lot more severe, as it is with luck (or conversely with intelligence and base critical chance).