I've been making various changes to my own DF copy's weapons. By doing so I've noticed that Toady's reasoning behind how some weapons work just seem odd.
For example, a sword's stabbing attack has a contact area of 50 units. A war hammer's contact area is 1/5 of this, at 10 units. This would make a war hammer have an absurdly small, probably microscopic point compared to a sword tip, which is already pretty darn fine and sharp. The only reason the war hammer isn't spiking things with its absurdly sharp point is the BLUNT tag. But changing the contact area of the hammer to a more realistic size makes it way less effective. Then there's the obvious candidate for whacky weapon mechanics, the vanilla whip.
Point being, DF's weapons seem to have some handwaving behind the mechanics in regards to stuff like size, penetration, velocity, etc. I think there's been several different attempts at converting DF weapon numbers to follow more consistent rules. Here's one that comes to mind.
Might be interesting to look at if you guys are into how DF makes combat work.
To be fair real world war hammers often did come to a point. They were more like picks in a sense but I totally see where you are coming from. A war hammer's point shouldn't be sharper than a sword's.
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Yea, see the
war hammer article on wikipedia, or better yet, the
Horseman's pick. The polearm versions are relevant to the discussion as well, but they don't really appear in DF. They were actually specifically designed to penetrated later medieval steel mail and plate. The thing about swords is that especially with short swords, the amount of force you can put behind a stab is limited to how hard/fast you can push with one arm. With war hammers, you can get more kinetic energy behind a "stab"-style hit (as opposed to a cutting or hacking slash), because the swing of the weapon gives the end a higher velocity. Apparently the wiki claims that it was actually the blunt end that was used against heavier armor, especially helmets, because the greater mass helped transmit the impact through the armor, without needing to penetrate it, causing concussions etc. The spike side was used on less armored parts were penetration would be achieved more easily.
For more realism, reducing warhammer contact area slightly (not too much) would probably be justified, but the velocity modifier should be pretty high compared to a sword. Which it actually is already, at 2.0 vs. a short swords 1.25 slash. However, then you'd also have to reduce mace contact area, because it should be larger than that of a war hammer. The biggest problem for weapon realism, is that (according to dwarffortresswiki) penetration is ignored for blunt hits, when it would actually be very relevant for both maces and war hammers. Probably because penetrating hits in DF mean hits that physically go through armor, while maces and war hammers were used specifically for their ability to cause damage without actually breaking through the armor. To be able to adjust weapon stats more realistically, blunt weapons would need a "transmit impact" stat to determine if they cause injuries through armor, much like they already tend to cause more damage to internal tissues, most noticably bone, without actually cutting through the tissues above. That's assuming we'd want to keep the penetration check to see if they actually cut through the armor, but to be honest that should pretty much never happen anyway with the blunt strikes that are in the game. So it might also be an option to just repurpose the penetration value for blunt weapons to be about how well the impact is transmitted through armor rather than how well the weapon cuts through armor.
All in all, I think the only really broken velocity modifier is that on the whip (5.0 vs. scourge/war hammer/several others 2.0, flail 2.5). It's already the smallest weapon at 100 vs. large daggers at 200. Weirdly, the whip is blunt while scourges are edged, changing whip to also be edge would probably cause it to break bones far less and instead just cause more realistic minor cuts etc. If penetration doesn't do anything for blunt weapons, it should be repurposed for them as above to make maces and warhammers the more anti-armor weapons and reduce morning stars' effectiveness slightly in that aspect. The REALLY whacky, out-of-balance stat in my opinion is the contact area, it's off for a lot of weapons.
P.S. Knife users don't have their own color? I thought I saw at least some tileset with a knife user picture (and another for legendaries), it was a pretty fancy, ninja-like getup. I might add knives to be craftable and usable by dwarves, but make them like crappier short swords (maybe slightly better penetration because the closer range means easier stabbing through weak points in armor). Large daggers have always been a slightly weird name for me, I just get a mental image of a main gauche or a 2-foot dagger with a very sword-stlye handle, a cross between a more traditional dagger and a short sword. Maybe I should just mod the "large" out and adjust the stats slightly, instead of adding knives...