QUOTE(mALX @ Feb 14 2011, 02:04 PM)

<snip>
You misunderstood my comment. I said to lump axes in with Blunt weapons and rename the skill
hafted, while at the same time separating it into one-handed and two-handed components. I said nothing about tossing axes in with blades. I was merely commenting on the origins of the axe, which was simply an attempt to combine the cutting power of a blade with the crushing power of a club.
Now, personally, I have no problem with dividing Blade up into its four actual weapons (daggers, short blades, long blades, claymores), I'm simply saying from a
gameplay perspective, this is a bit
too limiting on the arsenal available to the player. We need to keep in mind that full-on realistic SCA combat is not the focus of this game (no matter how much I would like to see it) and that separating the Blade skill to that degree would only allow the player to be proficient in about 9-10 weapons, depending on how many variants Beth decides to create. This is why daggers and short blades were one skill in Morrowind, and Longswords and claymores as well. Keeping a decent balance of weapons available to the player to use allows the game to add more variety and spice to the experience. Separate the skills too much, and you stagnate the gameplay by making almost 80% of the weapons the player finds not worth as much because he isn't proficient in them. It's exciting to find a cool new blade that your character can use with fluency... we don't want to make that feeling once in a blue moon, else people would get bored and play less.
Essentially the skill division there IS Blade, One Hand and Blade, Two Hand. There are always going to be difficulties in getting everything condensed to the point where it makes sense but is still fun to work with. Longswords and Axes in this case are the oddballs, so there is always going to be a question as to where they are supposed to go to avoid having too many weapon skills, which will in turn lessen the impact of your character's power gains.
Remember, we play for fun, not to simulate real SCA combat. Compromises need to be made. I am simply proposing what I feel is the most reasonable solution to avoid the problem Morrowind had with too many weapon skills and the one Oblivion had with too few.