((Don't have anything to reply to your comment Smith--sorry.))
EDIT: .....I was about to add the stats to the weapons, but remembered that weapons can give you states (as far as I can understand it). There is still a way to do what I was aiming for without adding in complicated scripts, however. Since the system is based around skills, I can edit around details like skill Power, and the skill's Accuracy. Thus, Axes have more power and less accuracy, and spears have more accuracy and less power.
At the same time, Attack Accuracy has been made more sketchy by making the base amount 90, 85 for inaccurate weapons like axes, and 95 for accurate weapons (there will of course be skills which lower accuracy for more attack power and vice-versa).
I have been thinking about some more details for my system...
Swords
A balanced weapon, they neither raise nor lowers stat percentages.
Sword skills use mostly Strength, and Dexterity, with some Agility.
SP cost is normal.
Axes
Naturally powerful, an axe requires a good deal of power to be used effectively. STR+, ATK+, -DEX.
Axe skills use Strength, with a little Dexterity and a tiny amount of Agility.
Higher SP cost. Axes require more energy to swing.
Spears
Usually mass-produced as a cheaper weapon, spears are generally less damaging than most other weapons--but their long reach makes it easier to strike foes and keep them at bay. -STR, -ATK, +DEX.
Spear skills rely heavily on Dexterity, with Strength and Agility being lesser stats of importance (in that order, most to least).
Lower SP cost. Lighter than most weapons and thrusts being a less exerting attack, spears take less energy to use.
Daggers
More often a secondary-weapon or because you have nothing better, daggers are for only the very quick. -STR, --ATK, +DEX, +AGI.
More focused on stabbing into vitals and cracks in an enemy's defences, daggers are dependant on Agility and Dexterity equally--with a bit of Strength.
Low SP cost. There is no weapon you will find in the game lighter than a dagger--anything lighter would be useless.
Maces
Not only blunt clubs, a good deal of maces were anti-armour weapons--sharp angles cutting into metal armour whilst the weight of the blow crushes it. Unfortunately, while better for piercing armour, maces don't hold the pure damage-potential of cutting weapons, nor the ability to bleed your opponent. STR+, -ATK, DEX+.
Accurate, strong blows are the work of maces. Thus Dexterity and Strength have an equal role with their skills, Agility barely playing a part.
Higher SP cost. While not hard to control most, a mace still ends up more tiring due to weight being a large part of its use.
Bows
The bow is thought by some to be the ultimate weapon of war, raining arrows down on the enemy long before any sword, spear, or axe could touch the archers in question. Defending with a bow once the swords, spears and axes are up to you, however, is a very difficult matter--and manoeuvring in general is difficult to do while knocking an arrow or drawing the bowstring. DEX++, -AGI.
Bow skills use Dexterity very heavily along with moderate Strength. Agility often has no part whatsoever.
Staves
Whether a metal rod or a wizard's walking stick, staves are generally considered a weapon for non-combatants--the exception being the quarter-staff. -ATK, AGI+.
Agility and Strength are equally important for staff skills, with dexterity holding a minor role.
Normal SP cost.
Shields
To attack with a shield, by the definition of some, would be madness!... but they likely haven't felt the edge of a heavy, solid block of round wood slam into their face. Low damage, DEF++, RES+.
Shields aren't intended as weapons, and require a good deal of Strength, Dexterity, and some Agility to be used as such with any efficiency. Even then, their main use would be for stunning a foe momentarily.
Normal SP cost.
Two-Handed Weapons
Normal axes and swords can get pretty big, but these weapons get bigger still. While you won't be able to use a shield while swinging these huge blades around, the damage you do will be well worth it... IF you strike first. STR+, ATK++, -DEX.
While heavier than axes, the use of two hands makes Agility close to as important as Strength for Two-handed weapon skills--Dexterity remains mildly significant.
Higher SP cost. Since you're using two hands, the amount of effort required is only mildly more than an axe.
Dual Wielding
This style of fighting is intended only for the skilled, the less experienced only capable of blocking with their second weapon. Viewing a true warrior slashing through enemy after enemy, however, will make you very aware of the great damaging potential of two weapons. ATK+, -DEX, DEF+ (apply this to the combined modifiers of the weapons used).
Dexterity, Agility, Strength.... all are important for the proper use of dual-wielding skills, equal to each other more or less.
High SP cost. Even more fatiguing than swinging a heavy weapon, the mental power alone for coordinating two weapons is exhausting (add on the SP modifiers of the weapons used).
Guns
No one really uses guns, they died out with Empire Zin.... Terrifying weapons, powerful enough to pierce any armour, and usable even by a Zination child--no one dared stand up to these. ++ATK, +DEX.
One only needed to aim the strange device at the intended target and pull a trigger... Dexterity was the only requirement for a proper Zination soldier.
High SP cost. A single shot is easy for anyone.... but the "recoil" of such weapons requires great endurance to stave off.
Unarmed
There are some -- whether for religious reasons, to show off, lack of weapons, or a strict school of fighting -- who use no weapon other than their body and what they wear on it. Such fighting is a risky business, and a balance of all physical traits is important. --ATK, AGI++.
As said, a balance is crucial to staying alive through fighting without weapons. Depending on the attack, Agility and Dexteriy might be above Strength, but more often they are on more-or-less equal ground.
Normal SP cost. Even without a heavy weapon, dancing about to fight unarmed is just as costly an experience.
Beast
There maybe no creature besides humans without some kind of biting, clawing, stinging, or other form of natural defence. Such attacks are generally quick, savage, and devastating. STR+, AGI+.
Strength and Agility are important for beast skills, Dexterity only so much below them.
Higher SP cost. The energy and ferocity of beasts is as incredible as their supply of stamina...
Unique weapons
Some weapons are different form those mentions. Such includes the Morning Star, which has even more Strength and Attack then axes but are harder to use, harder to hit with, and make it harder to dodge about. The rapier which does damage lesser than some daggers but raises dexterity and agility even further, with ease of use. And the Ninja-Claw which has more Attack over its unarmed counterpart.
This sound good? I'll have to get scripts to do the Two-handed weapon and Dual Wielding, but I'll need the stats more or less set-up before I ask.