Some Battle Axe attack logs so far:
<attacker> hacks <target> in the right hand with his iron battle axe, tearing apart the fat!
<attacker> aggressively hacks <target> in the right upper arm with his iron battle axe, tearing apart the fat!
<attacker> strikes <target> in the left eye with the pommel of his iron battle axe, bruising the left eyelid's skin!
You aggressively hack <target> in the left lower arm from behind with your iron battle axe, fracturing the bone!
I might try to keep base prep time for attacks at a 3 (baring things like shortsword, daggers, and other lightweight weapons, they can start at 2 (prep speed of a punch))
Recover speed can be a min of 2 (unless it's something that would be specialized like a dagger, currently have it as recover 1 which is think beats natural attacks so far as the lowest natural recover is 2)
As for Bleed and Pain, not sure if I want to dig into balancing that. I think bleeding is ok so far. I might make it so organs bleed way more and hurt more. I could make fat and bone have less pain (fat giving no pain) wow, SKIN pain 5, Fat pain 5(wut?), Muscle pain 5 (I can see that) Bone 50. and isn't the too much pain pass out something at 150? so breaking 3 fingers would be enough to make someone passout.
So I think probably making fat bleed less and not hurt, and mucking with pain values all around would make some sort of balance in that regard.
But so far just playing with adding more attacks and making it so dwarves can use Halberds, Great Axes, Mauls (since a warhammer is so small, for that armor breaking goodness) so I want mauls to be that heavy slugger. Also like I mentioned adding more attacks to weapons and adding clarity. Such as a pick you now "strike the goblin in the arm with the head of your iron pick" and also a pommel cause why not.
Weapons that seem like it will work will get an "aggressively" attack with has more velocity but takes a bit more time to prep and recover, and if it's something that can use two hands (or if proper handling and leverage with one hand) and overhead attack, which technically can be everything but I'm slowly sifting through the weapons and altering and adding attacks as I go. Tweaking numbers.
Will also have to figure out what to do with "redundant" weapons since there is "whip" and "scourge" will need to figure out (why pick one over the other, and why) mainly the fact of this group:
War Hammer
Mace
Flail
Morning Star
as I'll need to balance and configure them to have meaning, regarding fails do I make each attack have long prep (has to get it spinning/flailing) or short prep (assuming the user is already doing that) and make the recovery times longer. Would this weapon be in the like of a 4:4 or a 3:4 or a 3:5 or a 4:5? Also since it's already got some momentum it would hit harder out of all one handed blunt weapons.
as far as War Hammer, Mace, and Morning Star it's just that in order of smallest to largest it'd probably be just ease of use, do you want a fast blunt weapon, avg, or slow heavy hitter (excluding Flail as it's some whip/mace hybrid)
Maul I'm already decking out with very hard hitting and slow attacks, probably making a very skilled and strong hammerdwarf a force to be reckoned with even if it makes him prep and recover poorly, sometimes one good hit is all you need.
Swords are another thing, Short, Long, Scim, 2H. The problem is Scim is a direct copy of Short Sword. So I may have to make the Scim more slashy and values between short and long sword, and good prep/recov for slashes, and no stab. That or it's just a cultural fluff sword.