I suggest that if a different sword stance will be implemented, those sword stances should at least reflect the effectiveness of combat. Basically all combat form has a few statistics that can be effected by stances.
Attack speed, Hit rate, Dodge/Block rate, Delay rate and Recovery rate. Sometimes attack power and defense power.
Example some stance might reduce attack speed and increase delay and recovery time (long wind up), but will boost attack power. Of course, the long wind up means less attack per set time, higher chance of interruption, and make the player more easy to get hit.
Other stance might allow for ridiculous fast attack rate and accuracy, but their attack power and defense rating will plummet.