So little wiggle room for balancing, yeah? That’s a result of a constant (but slow) powercreep imo.
With so much weapon variety, you need to have more imperfections to balance everything out and keep weapons distinct.
The drawbacks add as much as, if not more, character to a weapon, than its strengths.
Dodge distance & count needs nerfing on weapons that outcompete 1h sword and 1h mace in their role.
Also when SS exists, it puts slower 2h weapons in a such comfortable territory {for Merc & Hunt especially}, that again 1h sword and 1h mace lose their appeal with innately fast attacks.
Imperfect attack chains (like 1h sword L1-L2 -> L3 overhead for anti armor), need to reward more damage, while weapons that have easy access to any type of attack - its a strength so needs to be counterbalanced by something noticeable.
Its a shame that there’s a tendency and desire to streamline weapon attack chains, that every weapon should have instant&easy access for the right attack. I’m not saying that all, or even majority of weapons should have imperfect attack chains / attacks further in combo.
But that the imperfect chains - is an additional balancing field, different from mobility, control, damage…and you need as much of these fields as possible, with so many melee weapons added (they focus on melee with DLCs), and only 3 attack inputs (light, heavy, pushatk).
Its a field that also gives a lot of character to a weapon, more so than others.
/Rant, going back in my corner to cry about the halberd.