Monsters are really weak,
I can't remember if I only talked about this in-game, but most of the big everyday creatures should be very difficult to defeat. Maxxed stats only means that you are the strongest that your character's physiology allows; even the strongest and most athletic
Homo sapiens alive, supreme master of both karate and xingyi, would probably have a rough time if they attempted to take down a bull African elephant during musth while armed only with a platinum steel longsword. Maulberlords seem much more fierce.
Just because Chuck Norris can do it, doesn't mean that Igesal should be able to do it.
Disregarding, of course, the difference between systemic health modelling, with ultra-detailed combat mechanics, and pools of health-points that most games use if they don't have the aforementioned ultra-detailed combat mechanics.
Something like that fencing game for the Nintendo Wii.
Leads to my suggestion: each class of weapons enables certain combat moves and techniques. More than there are already, and more of them should be specialized to different weapons. They should also have different stance requirements.
Beasties should be more or less vulnerable to different moves. Similarly, certain combinations of weapons can shift the balance of chance–to–hit between two combatants — parrying and such.
Examples: thrusting forward with a reckless lunge, which either pushes the target backwards or leaves you more vulnerable to a strike; half-sword stance, which increases your ability to parry but decreases the damage done and changes it to blunt mode.