Currently experimenting with
Sver's idea of weapon sets for ranged units. Because SKILL:CROSSBOW defines equipment population, those pairings likely have to be less martial and perhaps more utility, hunter-ish.
Expanding this to some SKILL:PIKE melee units. A melee unit with a maul, which I now have as a slow 4:4 3K velocity 50 contact blunt KO unit, might also generate with a set like "maul/large dagger" which pretty much takes us into the whole Swiss Army knife universe that pollaxes inhabit. Not what I have for pollaxe, but for example, a vanilla-oriented pollaxe is pretty much war hammer + pick + large dagger (top spike) + large dagger (butt spike).
Not doing a combat overhaul as Sver, Grimlocke and others have a better more comprehensive vision. Why remake the wheel? Though the thinking for SKILL:PIKE melee units that I have, regarding AI concerns and player advantage in Adventure Mode, is they generally need to make overwhelming first contact, or your tick counting adventurer Kisat Durs them into the ground.
There's often no way to work around certain core factors that heavily influence outcomes. Kinda brings me to upping halfling size from 30k to somewhere around 40-45. At their current 30K size, hardy halflings crumple like kobolds when struck by 60K dorf/elf/gobbo. Not very sturdy at all. A stat like toughness can't change the value swing of size.