Le Petit Prince wrote:
Likewise, there are too many subtypes. Seriously, what's the difference between a rapier and an epee? Yes, I know what the actual physical difference is--a rapier has an edge while an epee doesn't--but for our purposes they're the same sword. Gladius, shortsword, wakizashi, and machete are the same deal. Longsword, broadsword, bastard sword, katana, khopesh, cutlass, scimitar, and falchion are a step heavier, while greatsword, claymore, flamberge, no-dachi, and landsknecht are the biggest and heaviest swords. Just put in three categories for each weapon and stick every weapon in a category. You might get a couple of nerds arguing about how awesome katanas are, but the system as a whole will be much simpler (and a good deal easier to balance). Technically you might be removing options, but in practice you'll be making more weapons reasonably competitive, and so you'll actually end up seeing greater diversity.
Agreed with pretty much everything, but I'm going to disagree here, slightly. I think we should keep the different weapon types, but alter them in a way. For example, like you said, an epee has no edge, but a rapier does. So why not make them identical, stat-wise, and alter them based on the type of damage they do? For example, an epee would deal piercing damage, while a rapier dealt slashing. I'm pretty sure we already have the damage differences coded in the game.
Edit: Though, if we were going to simplify the weapon types, I would be happy with a system like they had in Romancing SaGa: Minstrel's Song. Gladius, Cutlass, etc. would be "short swords," while claymores, flamberges, etc. would be "two-handed swords," and scimitars, falchions, etc. would fall under the "scimitar" category.