Ok, so there could be, maybe, four base classes of weaponry:
1. Light - epee, rapier, dagger, stiletto, etc
2. Medium - one handed swords and axes, clubs, etc
3. Heavy - two handers, maces,flails, etc
4. Very Heavy - Voulge, Halebard, Falchion, etc
Now, consider three types of defensive moves: dodge, parry and block.
A Light Weapon should not be able to block Med, Heavy and Very Heavy, should not be able to parry Heavy and Very Heavy and could use only dodge against all types of weapons.
In a confrontation between a rapier fencer and a flail handler, the light fighter would only have the option to dodge, and that would give him a higher recovery time (it\'s only logical, considering he will not be able to stand his ground and lose more time in order to get in position for attacking). That would minimize his starting advantage of speed. The flail fighter will be able to block or parry, and maybe he could have a penalty to dodge (becouse of his heavier gear). The Block and Parry moves could have bonuses, like a succesufull Block could shatter the opponent\'s weapon and a succesfull Parry would be followed by a quicker counter to catch him off guard.
Also, the lenght of a weapon is often an impediment, rather then an advantage. Imagine a halebardier duelling a dagger fighter
.
I think that a system that implements these pros and cons along with weapon specializations will make the game more party oriented and the battles more tactical.
Oh...the Katana would be Medium or Heavy? As I remember from my classes it\'s handled with both hands.