I am not a fan of ST rolls as skill tests in GURPS. Quick Contests or Regular Contests . . . meh, at best.
ST is not like IQ, DX, and HT, which are all fairly well described in game mechanical terms as to what they do, though in a way they do it a bit too well. ST is extrinsic to the game, not intrinsic. It is tied to real-world parameters through Basic Lift. It’s totally easy to imagine what ST 45 looks like. You may have even seen an animal that strong (if not presently, maybe a T-Rex or something). You have certainly seen or heard of machines that are many times stronger than a human, and so could be rated with ludicrously high ST skills and be both realistic and believable.
So I would propose the following (in less-specific terms) were I looking at revising.
All rolls should be based on DX or HT.
DX is when you’re using ST for fine control over something. HT is when you’re exerting yourself against another or against your own physical limits. There are a few ways to do this.
But in either case, your ST really should be used to calculate Basic Lift, and from there figure out what you’re doing in terms of a Object Weight-to-Basic Lift ratio. That’ll give you a bonus or penalty.
Throwing a shot-put as far as you can, not caring where it hits. It’s a 16-lb cannonball, so the Basic Lift to weight ratio for even “Joe Average” is more than 1 (1.25). The world record is something like 75 feet! That would probably be a DX roll to perform the motions, and a HT roll to prevent injury. Yes, two rolls. The HT roll would be optional if your adjusted roll is (say) 19 or more; you’re just not exerting yourself hard enough to injure yourself. The DX roll might be required to earn any bonuses to skill or ST from skill (such as the “training bonus” that appeared in The Last Gasp . . . and you’ll see it again in Technical Grappling!).
Weight Lifting: This is very nearly a purely HT-based roll, where you are basically moving the weight up and down until your ST falls low enough (due to local depletion of FP – or AP, really) that you really are pushing high multiples of your effective Basic Lift.
When you think of it already, this is more or less what happens – with both thrown non-weapons (DX-based roll to hit, p. B355) and weapons (DX-based skill roll to hit). Range is a multiple of your ST (seems linear, right?) but the distance modifier based on ST-to-Weight ratio is best described by a power law (about 0.44 x Ratio^-0.8, if you must know. R^2 = 0.987).
A force-to-weight ratio is an acceleration. That is, in most circumstances, ALL you need to know to establish maximum range. If you apply your skill correctly (DX or skill roll), you can achieve both range and accuracy. If you push yourself too hard, you can injure yourself.
But by and large, I would, almost always, rather look at even Contests of ST as opposed DX or HT rolls, with ST-to-Weight or ST-to-ST ratio as a modifier.