I believe in GT5 it says that it affects anti roll bar diameter.
Anti-roll bars are still calculated like springs. However, instead of being given the final product of Hooke's Law (as we are in spring rates) we are given
diameter of the roll bar. So to actually calculate the resistance force of the bar, you need precise measurements of the resistance to twisting that various metals have, and exactly how the in-game one is made. This is called the torsion constant I believe, and this is obviously impossible to calculate with what we are given. But we can still guess that if the material's constant stays the same, and we know that the resistance has to do with the total mass within the bar, and that torsion constant, the scale
should be the same scale as the volume of a cylinder, or at least close. It's not quite a log scale, but that's not too far off.
http://en.wikipedia.org/wiki/Torsion_spring
However, the relationships that determine when to increase or decrease roll bars is easy enough to understand. It dampens lateral movement through a spring, so the greater that movement (either in the diameter that the torsion spring is "twisted" or the weight, or the cornering forces, or the harmonic motion incurred beyond the cornering forces) then the greater the value you want for roll bars to achieve the same 'feel' or grip.
Interestingly enough, and I believe GT5 does model this to some extent, a car's chassis functions as a roll bar front-to-rear. This means a loose chassis with stiffer anti-roll bars will resist roll similar to how a stiff chassis will resist roll with looser anti-roll bars. This is really important in comparative tuning.
This means that the rear's roll at initial turn-in is dampened by the cornering forces on the front, until it 'catches up', since the rear wheels do not turn. That explains why front anti-roll bars tend to be stiffer, because the length of the body initially resists the rear's roll difference to the front at corner entry. So as you said, statically, the car should roll evenly as a unit. However, it approaches that max roll slower on the rear than the front because of the twisting of the chassis.
Long explanation short: Choose anti-roll bar measurements based on the difference of weight transfer over that particular set of wheels (front or back).
So to answer your question, since I believe that the diameter of the roll bar increases as the value goes from 1-7, It should increase like volume does as diameter goes up, assuming length is held constant. Of course, since we only have 7 options to choose from, finding precise values would result in statistically insignificant changes to our tuning, so its better to just remember that as weight, body roll, and cornering force over an axle goes up, the roll bars should too.
Edit: Looking at the post you linked, again the idea is there, but the log scale doesn't give numbers that would correspond to higher limits of grip, but what would be predictable. I'm not entirely sure how accurate it is, and while my guesses are based on experience in-game and physics, but that may not translate accurately if PD cut enough corners.
Sometime in a few months I'll release my tuning method, and it will explain all of this a little more detailed, but I'm still going to get some mileage out of it yet.