+1
The only hiccup I can see with throwing weapons would be that soldier NPCs would need their uniforms and skills redone so that they not only carry a backup weapon if they have a throwing weapon, but can also use it effectively when they run out.
What happens when a retrievable weapon gets stuck in the target? Is it lost, or does the user have to pull it out like with a normal weapon?
I don't think the [GRAB] token should necessarily give a 100% chance of a wraparound. Giving it a variable for percent chance would probably be better, that way you could make weapons that are purpose-built to wrap around the target as well as weapons that aren't designed to but might do so anyway. Same goes for the knockdown and daze effect.
Melee weapon range would make pikes relevant, which would be a welcome change. AI trying to stay at their maximum range could cause some issues, as I can already see myself abusing that to push a pikeman towards a cliff so they can dodge off of it. Minimum range presents the same problem, as shutting down the enemy is as simple as getting right up next to them, which is what every melee user does in the first place.
It might be better to make range a property of the weapon's attacks rather than the weapon itself, so that certain attacks have better reach but can't be used within on enemies that are too close.
All in all, I like this. The first thing I thought of when I tried putting the tags together was a
Bolas, so there's room for creativity here.
The only thing I could think of to add to this would be a tag to control reload time for ranged weapons, but that's been suggested so many times it may as well be white noise at this point.