Oh, excellent! Finally some movement here

And the quality of your replies is commendable.
Now, let me see. Thus far we all agree that the current system could do with some changes, since it's lacking sense and integrity to the settings. However, I've tried to post a reply a couple of times now, in which I was saying in what points I disagree and why. I was almost finished, but let me tell you, it would have been one heck of a post,
not because I disagreed with you on so many points, but I was going to complicate things even more. Lotsa quotes, long passages about a weapons' lenght, mass centres, reversed leverage and what not. So I canceled it, as it would have blasted all our heads

Instead, let's try to find a common denominator. I think we agree to disagree on the quality thing. The best solution would probably be to split it up in sharpness (or bluntness), and durabilty. And that's actually the way it is right now. The overall name is quality, but the first value could refer to the sharpness - which decreases by usage -, and the second value for the durabilty - which decreases by maintenance. Of course the durability will fall when you sharpen a weapon, since it's getting more and more brittle due to material loss. So, personally, I think the value we're currently refering to as 'quality' could just remain as it is, no? Another thing that should be mentioned; how would one maintain a club? Wouldn't it probably be better if blunt weapons just wear out?
Secondly, a great idea there with a weapons' balance, UTM. I wouldn't have come to think of it myself, to be honest. But I agree with Vornne, when he suggests to have weapon balance to be weapon specific, and only slightly fluctuating. It's actually obvious that, from a hammer and a sword which are of the same weight, it is the hammer with the greater impact on the target, due to its mass centre. Alas! I'm getting too close to one of my previous attempts of a reply... what I wanted to say was: let's just aim for a certain simplicity. The player shouldn't bother with too many variables, the developer maybe, but not the player

Thridly, an overall great post, Vornne mate, and far from looking scrambled

And finally, nice idea on the speed being affected by the wielders stats, Marq. I've been thinking about this too, see my first post

But I retreated from amplifying the idea, as I wasn't really sure if that would be a good idea. It'd be realistic though, indeed, and probably worth further discussion.
Now let me sum up a little. Every weapon should have advantages and disadvantages in usage against different materials. Or in other words, every weapon should have a modifier for blunt, slash and pierce, affecting the effectivity, whereas effectivity is already the product of weight and sharpness/bluntness... (Uh oh, getting complicated again

) A sword would have a high slash modifier, a medium pierce modifier and a low blunt modifier, hence a sword wouldn't be too good against a Kran. I'll try to illustrate.
Short Sword
Durability: High
Sharpness: High
Slash: High (x1)
Blunt: Medium (x0.5)
Pierce: Low (x0)
Weight: 2.2 poundsOkay, the first two values don't need further explanation, I think. They refer to the general effectiveness and are visible for the player.
The following three values are the weapon specific modifiers. They determine the effectiveness against different "materials". Taking the example numbers in brackets, one would do a nice damage against Ylians, but little damage against Kran. These modifiers are weapon specific, however, and invisible.
Weight is visible for the player, of course. And it affects speed and effectiveness. But don't let us go too much into detail, it's giving me a headache already

The clean description for said sword would then be something like:
Short Sword
Durability: High
Sharpness: High
Weight: 2.2 poundsWhaddaya think?

But remember, my thoughts are sometimes a bit confusing, even for me, thus the idea is all in all still

PS: Anyone who finds a reasoning error gets a cookie.

*Edit*
Actually I found an error of reasoning myself. In the example, the sharpness (first value of quality) should affect the modifiers. The more dull it's getting, the lower the slash modifier, but the higher the blunt modifier.
* Rongar Elani hands himself a cookie.