On high pieces such as legendary weapons each +1 is not much, because the base values are so high. The flat +1 is what makes it broken on all other pieces though. It should be a %, not a flat +1. Because on low level items, the flat +1s means its a massive multiplier.
For comparison, the lvl 10 bluebell garb (chest) is 5 int at COMMON rarity, and 10 int at LEGENDARY rarity. That is a +100% increase in the base stat for going from common->uncommon->rare->heroic->epic->legendary. Quite a fair scaling
The lvl 10 bluebell bracers, for example, at legendary max roll, is 4 int. If you push it to +4-enchant that is 8 int. If you push it to +8-enchant, then it's 12 int. That is a 200% increase in the base stat for going from +0-enchant to +8-enchant.
There is no way that kind of 200% scaling is intended. Now multiply this across 16 pieces and you have a system where enchanting scaling is completely out of control, and more of a power creep than going from common to legendary on many pieces.
It would make a lot more sense if enchants scaled as a % of current stats. IE every enchant gives +2,5% for example. So a +8-enchant would give you +20%, so those 4 int legendary bracers would be 4,4 int at +8-enchant. Much more reasonable scaling than the 200% that is the current 4-int to 12-int. This feels as broken as pre-nerf rarity/quality scaling.
The lower the item, the more egregious the power creep. But it's still completely busted on lvl 10 and even lvl 20 armor, given the low base values compared to each +1.