As it says in the title, the majority of Bardin’s arsenal of melee weapons feel like complete rubbish on all but one of his careers. On the majority of RV, IB, and engi builds I feel compelled to choose between only the dual hammers and coghammer. These are the generalist weapons that can excel regardless of other considerations. They have the innate combination of safety and damage that players are looking for in weapons.
This is quite the opposite of most of the other characters. Kruber can utilize spear, spear & shield, bret sword, and mace & sword effectively on all careers (that can use them). Saltzpyre has rapier, falchion, axe & falchion, and billhook. And the less said about the elf the better… Sienna has a similar issue, but she’s also got way fewer melee weapons to start with so it feels less egregious.
Slayer gets around this problem by just having a boatload of attack speed & extra damage built into his kit. This allows Slayer to use every weapon competently, even stuff like warpick that is generally seen as one of the weakest weapons in the game.
Conversely on something like Ranger Vet or Ironbreaker your only melee damage boosts are from talents. Talents which are either generally weak, inconsistent, or have poor uptime. What are you to do in such a situation? Well, most players I see just fall back on the generalist options: dual hammers & coghammer. It’s really boring.
So what can be done about this? Imo, the easiest attempt to remedy the situation is this: remove the Slayer’s passive 7.5% attack speed buff and apply that increase to every other dwarf weapon except the coghammer & dual hammers. That would raise the floor for the other careers, wouldn’t harm Slayer very much, and wouldn’t require the amount of dev time that devising more elaborate, specific buffs would take.