@ Cathar: That's incorrect as far as DF physics is concerned, and has remained constant in rigorous testing as far as the game allows.
Blows are never turned aside, penetration calculations simply care about force:contact area.
A dagger stab in DF doesn't need to find a weak spot, it punches straight through armour.
An axe will struggle against armour compared to all other weapons, and their hits are terrible when deflected as well (far too high contact area to be effective, same unimpressive velocity modifier as most edged weapons).
At adamantine, sword stabs are wasted opportunities. Axe hits with their higher contact areas will penetrate anyway because of the vastly superior material, and creat a much bigger mess, and even have a deper theoretical penetration limit (as far as the blade will go, the wielder's hand is against the victim's body).
Below adamantine, picks imo do a better job of hedging bets than swords despite their single attack type:
If penetration is a possiblity, pick strikes are twice the conctact area of sword stabs with more than twice the momentum (penetrate more easily, cause more grievous wounds).
We may miss sword slashes against unarmoured humanoids but we're good anyway - pick strikes are wide enough to take off limbs.
If penetration is unlikely, picks work well just through blunt force. Same high velocity multiplier as most blunt weapons and a reasonable contact size, basically a one-handed maul (war hammers are something much more concentrated, a dedicated can opener). This is a huge exception, most edged weapons suck when they fail to penetrate. Morningstars are the other outlier, but that's a dedicated can opener anway (very fine stabs, works as a war hammer when they fail to penetrate).