So, Igfig, since you asked...
I think some light re-balancing to melee weapons would fit perfectly in this mod, since it already addresses ranged weapons and their power versus armor. I am going to try out the following changes and see how they perform, but people who actually have an inkling how the combat system works/know how to parse data from large scale arena experiment logs using scripts would probably be better suited to figuring out actual numbers...
[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]
[SIZE:800]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:15:2000:hack:hacks:NO_SUB:1250]
[ATTACK:EDGE:40000:6000:slash:slashes:NO_SUB:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:17:200:bash:bashes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:30:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_HALBERD]
[NAME:halberd:halberds]
[SIZE:1200]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:20:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1250]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:40:4000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:60000:6000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:40:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
I've replaced the battle axe's "slap with the the flat of the blade" attack with an additional edge attack, with a contact area slightly smaller than a spear; hopefully, this should give a non-superior-material battle axe an attack which can penetrate armor with slightly better efficiency than a spear would have, but with only the penetration depth of a shortsword stab. Sounds reasonable.
Hammers have had their contact area increased from 10, which was, to be honest, pretty Jedi, to 17, which is slightly more powerful than a mace, which would be 20 [noting retroactively, that this is wrong. correct formula is below].
The old hierarchy of stab attacks from other armor-penetration-capable weapons:
spear (20) > all swords (50) = halberd (50)
Hopefully, with these modifications, it will go:
spear (20) = halberd (20) > short sword (30) > longer swords (40) > scimitar (50)
In vanilla, battle axes, unless they are of a superior material, rattle and rain off of enemy armor to no effect. You can chop off hands and feet, but that's it. A copper war hammer, on the other hand, will offer insta kills through steel helmets if the hammerer is skilled enough, and in general will brutalize any defender through even excellent armor. Since war hammers and battle axes were historically designed at about the same time, for the same purpose - punching through plate armor by concentrating force on a small area, either a hammer point or a curved blade on the end of a long stick - it'd be nice if they weren't polar opposites in this fashion. Likewise, the stab attacks of most other weapons against armor in vanilla are weapons of desperation, compared to the option of just using a hammer, unless you outclass the enemy's materials. I think it's boring if the game is just "go hammers until you get to steel," so here's hoping these changes work out. Not so much going for realism as just... something that makes sense. I would appreciate anybody else's help or criticism in tweaking the numbers and ideas. Thanks!