Another possible way of breaking it up would be by type of attack: stabbing, slashing, chopping.
I'd prefer stabbing/puncturing, slashing/cutting, and crushing/blunt. I can't see the difference between a slash and a chop, and blunt is completely missing. If they were in as subskills/perks, gaining in 1H should automatically also gain for 2H. Each weapon would have values defining its puncture/slash/crush damage values (plus a whole lot of other ones). So:
Dagger - 60P 20S 0C / 1R 1B 5A
Sai - 70P 10S 0C / 1R 2B 4A
Shortsword - 50P 20S 10C / 3R 1B 4A
Longsword - 30P 50S 20C / 4R 2B 3A
Claymore - 10P 60S 30C / 6R 4B 1A (2 handed)
Falchion - 0P 50S 30C / 4R 1B 2A (Half sword half axe)
Axe - 0P 40S 40C / 2R 1B 4A
Battle Axe - 0P 50S 50C / 4R 3B 1A (2 handed)
Morning Star - 30P 0S 50C / 3R 2B 3A
Flail - 30P 0S 70C / 4R 0B 1A
Club - 0P 0S 60C / 2R 2B 3A
Mace - 0P 0S 80C / 3R 2B 2A
Buckler - 0P 0S 10C / 1R 3B 4A
Shield - 0P 0S 20C / 1R 6B 1A
Short Bow - (30P 30S 10C) / *R 0B *5A
War Bow - (35P 30S 15C) / *R 0B *4A
Long Bow - (40P 40S 20C) / *R 0B *3A
Crossbow - (30P 30S 25C) / 30R 0B *2A
Heavy Crossbow - (35P 35S 30C) / 50R 0B 1A
For the dagger:
60P = 60 Puncture base, damage applied when doing a puncture move, or a stab. Armor is VERY effective against stabs.
20S = 20 Slash base, damage applied when doing a slash move, or a cut. Armor offers some protection against cuts.
0C = 0 Crush base, damage applied when doing a crush move, for blunt. Crushing is very effective at reducing armor.
1R = 1 Reach base, how far can you reach with the weapon.
1B = 1 Block base, success rate in blocking/parrying, more important to have a high value against a crush move than a stab. 2H and shields as good.
5A = 5 Action base, meaning how quick the weapon is to use. You're faster with a dagger than a 2H claymore
For archery, which is its own skill, the damage values are held within the ammunition, then multiplied with the damage values of the weapon, then multiplied with the reach which is coming form how far you draw the string on a normal bow. The reload speed (action) shows worst case based on your draw time, but the heavy crossbow is special in that speed is fixed (as it uses mechanics to reload bolt rather than muscle).