Agh, that one rank in Armsman really messed up my initial testing! Even ONE rank in that perk will give fairly divergent numbers after a few iterations...
Dom, I'm matching your skill increases perfectly, 18,17,17, etc., but if you take a char with no perks except the steel smithing perk and a 100 one-handed, the damage shifts to:
Fine +2
Superior +4
Exq. +7
Flaw. +10
Epic +12
Leg. +15,+18,+20,+23,+26,+29,+31,+34
So the damage series is more like:
2,2,3,3,2,3,3,2,3,3,3,2,3
If THAT can be understood with my crappy communication skills...

-Loth
Edit: BTW, I have also verified that weapon type (sword, mace, axe) and material type (steel, elven, etc.) have no effect on the bonuses given from smithing. They are flat numbers for any weapon, i.e., all other things equal, your daedric mace improved to exquisite will have the same bonus applied as a steel sword improved to exquisite.
ALSO
The numbers for un-perked smithing on UESP are wrong as well. This is what I found by testing:
Skill req -- Level
14 -- Fine
31 -- Superior
65 -- Exquisite
100 -- Flawless
134 -- Epic
168 -- Legendary
203 -- Legendary
So the skill progression to hit new bonuses is roughly doubled for unperked materials:
17,34,35,34,34,35
I suppose this is what the description in-game meant by being able to improve stuff twice as much?

Edit2: Maybe we should be trying to get these numbers with a ZERO skill in one-handed instead of a 100? If we are trying to distill the formula from all this data, maybe removing as many modifiers as possible could help? But then again, it might end up being a bunch of ones and twos... jeez, let's set one-handed to 10000 instead.
