TweakingPowerCombatWeapons
This will owe a lot to EntireListOfChangedWeapons, by Jaelra.
GENERAL GUIDLINES
Rates
1- Very Unwieldy = Giant freakin' Sledgehammer
2- Unwieldy = Chopping Sword
3- Balanced = Straight Sword
4- Swift = Slashing Swords and Short Swords
5- Weightless = Knives
Magical weapons generally tend to get +1 Rate.
Speed
Represents the ability to threaten people in a given range. Roughly corresponds to reach, but also reflects actual speed-of-use, to a degree. A greatsword has a huge reach, but Speed will still be lower than a spear, because a greatsword has to be used with some momentum behind it.
Accuracy
Reflects the degree to which a trained user is able to best utilize the weapon's size/shape/method of attack to hit their opponent. Rapiers (straight sword? Or their own category?) are highly accurate. Poleaxes are probably not.
Defense
As Jaelra says, the number of available blocking surfaces and a weapon's speed are the primary factors in a weapon's defense rating. The method of utilization will also inform this: some weapons remain in better position to take the defensive even as their user is on the attack.
Damage
The fun part, the raison d'etre, the ol' blood and guts.
Other Notes
A trained Martial Artist, or a hardened Brawler, will not fight with the same fists a novice uses. "Punch" and "Kick" stats will improve as the user's Ability improves.
Since Jaelra apparently never got a chance to finish his/her Ranged weaponry, I will attempt to their idea justice, and give ranged weapons very high Speed, as well as "hand-to-hand" stats that the archer must use when a melee fighter is close enough to use his weapons.
CATEGORIES
FistWeapons
MeleeWeapons
ThrownWeapons
ArcheryWeapons
ArtifactWeapons
WarstriderWeapons (all bets are off with this one; I'm doing the normal weapons based off of what feels right, and I have little, if any, sense of how weapons that are 6 feet tall should feel)