Wasn't aware that you'd get extra attempts for tripping and whatnot, although I can see it for the natural entangle (as it's just an innate function of the weapon itself, and you're attacking with two every natural attack round). I thought trip attempts were singular, and didn't really consider the bit about knocking prone. But I can see now that "1 in 3 normal attacks" means a bit more when you're making twice the number of such attacks each swing.
I'd honestly just never played much with warriors, due to seeing them as one of the trickier classes to play. They demolish a number of early meatsacks, but I never quite liked how they didn't really have many good ways of either splatting mages, resisting or outmaneuvering special-effect creatures, avoiding traps or unlocking chests and doors, or even just running away from particularly nasty encounters. I tend to regard versatility as just a character's ability to survive different aspects, be it a pack of adlets (god I hate those things too...), a spellcaster, a pit trap, disease, a locked door, or really just anything. And survival of course does not mean defeating, hehe... An easy exit is always high on the shopping list, as with any proper roguelike.
Ooh... Uhh... On a whim, I just made a wizard-mode character to see how a two-weapon style ranger would match up against a warrior in regards to a large, exotic two-weapon build (however, since rangers can't pick spiked chains as an exotic from the start, they need something else). Yes, I just have to be different.
As a side result of this, I, uh... found something kinda nifty. Scythes.
Yes, I've now got a ranger, who automatically gains the ambidexterity, two-weapon style and even eventually two-weapon tempest at 11th level (but that's a bit long to wait for that) plus the other things rangers are decent at, such as minor spellcasting, sneaking, and summoning a gigantic bat to ride around on.
In addition to this, he's wielding two weapons which automatically have a built-in knock prone effect with DC 16, plus the +4 to trip attempts otherwise. What makes these particularly interesting is that they have 1d8 damage to large, 2d6 damage to medium and small creatures; score a critical on 18, 19 and 20, and that critical does 4x damage.
Let's put improved critical on that, shall we? Yes, we are now scoring criticals on rolls of 15 and up. A critical that deals stupid amounts of damage, in addition to again activating the knock prone effect.
It's still no spiked chain... They're not reach weapons and they can't be used for grappling, plus they have a -2 accuracy modifier (slightly offset by the +4 parry mod). Moreover, weapon finesse doesn't apply to them and they only knock prone instead of entangling.
Still though... Could be worse. Warriors are probably still better for doing these things just generally, but the weapon itself seems fairly alright and it does provide a potential alternative for nutcase rangers. Not that I know anything.