Eh, this is just my two cents, so feel free to ignore it, but hey, worth a shot, no? =P
Like someone said earlier (I forget who) , the mechanic, while nowhere near the point of being a realistic battle system, should work a little something like this: Two people fighting, you've got one with a Longsword and one with a Dagger. The guy with a Longsword obviously has a range advantage. That being said, it will be harder for the guy with daggers to close the distance, because if you have a guy/gal with a longsword swinging at you, you aren't going to have a chance to get close unless you dodge, and take the advantage of his off-balance state and close the distance while he's coming around for another swing. Some weapons would have longer opportunities to get in close and strike than others. And some weapons, like the pike and in some cases the axe, would have problems swinging when the foe is up in the users face (due to the blade only being at the tip), but a sword could, while not as easily as a dagger, use the base of the blade (the part near the hilt) to strike, albeit it would not be as strong as if done at normal range.
Another thing, there should (and maybe will be) more than just offence when wielding two blades, or one and a shield (I think there already is, but what I mean is varying degrees, i.e. Bloody- no blocking with either of your weapons and reduces blocking with your shield, Normal- Attack with your primary weapon, parry half and strike half with your off-hand weapon, defensive (not full defensive)- Swing with your primary, but always parry with your off-hand, Full Defense(the mages best friend)-Never attack, parry with both primary and off-hand). There should be a riposte mechanic, meaning sometimes you simply deflect the blow from your body (a block) and sometimes, based on the skill gap betweent he two fighters, you knock the weapon away, knocking your foe off balance and giving yourself an chance to get in an extra attack. Obviously different weapons would have different values. A dagger is hardly the weapon of choice for parrying (or so I believe, don't quote me, I've never actually fought with weapons

) because of it's small size. but a smaller weapon, not heavy to move quickly, but not too small to parry effectively, such as a short sword, would be better for parrying, and the best thing for parrying would be the shield (having different values based on size and weight. (I.E. an infiltrator, should he so choose to use a shield, would like a buckler, but a knight, who isn't going to move fast anyway, would like a tower shield for the coverage)
Honestly, I believe the only way to make the fighting system as close to perfect as it can get is to make it similar to Rakion. Not exactly like... there would be alot of conflicting between the skills system and the ability to control every swing you do.
Anyway, I'm done ranting now

. I don't really care weather the game ever gets to the point of perfection combat-wise, I love the game simply for the RP and the ability to live without killing, but I will admit... it would be nice.
P.S.: If at any point this does not make sense, that's cause I went through once, went back and added more, and did it again. So if it seems spotty or jumpy at some points, there's why, folks
