I think weapons beg for an overhaul. Maybe even total overhaul.
They need:
1. To have much more dimensions like length and width for different parts (Especially if weapon and armor damage would be implemented).
2. Calculated by game center of the mass so that there will be no need for speed multipliers.
3. Differentiation for swing and thrust attacks which will allow to remove penetration attribute and calculate it using weapon dimensions.
4. General combat overhaul to attacks, parries, blocks and other maneuvers to depend on weapon dimensions and balance.
5. Some modifiers to attack power calculation formulas for more consistence in correlation between contact area and resulting damage.
The RAW for a sword would be something like this:
[ITEM_WEAPON:ITEM_WEAPON_SWORD_BROADSWORD]
[NAME:broadsword:broadswords]
[PART1:blade]
[DIMENSIONS:800:50:5] ;length, width and blade thickness in mm
[ATTACK_THRUST: EDGE] ;can make thrust attacks using (width x thickness = 250 or 2.5 square cm) as contact area
[ATTACK_SWING: EDGE] ;can make swing attacks using (length x thickness = 4000 or 40 square cm) as contact area
[PARRY: YES] ;can be YES, NO or UNFAVORABLE the last for wooden weapon parts which can be good for parrying but easy to break or other not so good for parrying parts of the weapon
[MATERIAL: METAL] ;quantity of material needed to create a weapon part can be calculated using its volume.
[COVER: NO] ;can be NO, HAND or ARM to show if weapon part protects some body part.
[PART2: guard]
[DIMENSIONS: 10: 100: 10]
[PARRY: UNFAVORABLE]
[MATERIAL: METAL]
[COVER: HAND]
[PART3: grip]
[DIMENSIONS: 150: 20: 20]
[PARRY: NO]
[MATERIAL: WOOD, METAL, BONE]
[COVER: NO]
[HANDLE: 75] ;shows the point at which weapon considered to be gripped or the center between 2 hands if they are both used to grip the weapon (in this case at half the sword grip length)
[PART4: pommel]
[DIMENSIONS: 35: 35: 35]
[ATTACK_THRUST: BLUNT]
[PARRY: NO]
[MATERIAL: METAL]
[COVER: NO]