Ok, looked a bit at your code and didn't really understand what you're doing there to change the animation (sth. wiith ToggleSpecialAnim, but that's about it).
Also it would create compatibility-issues so I don't think I'll implement it my self.
According to the Weapon-Detection system I think there may occur differences with blades with a very long reach (I only allow Blunt weapons to be a spear/staff; otherwise would complicate things way too much.

), 1-handed Katana (e.g. CGAkaviriLongSwordGlenroy), 2-handed Axes (since you commented the code) and custom set weapons, of course.
If you tell me where I should look for the current anim type you're using (player&NPC) I'd change my automatic system to look for information in your mod first. This would reduce the difference to custom set weapons.
Oh, by the way, is this planned:
; Hand To Hand elseif animtype == 0 SetFunctionValue 4
Seems a bit odd to me since all the others use
let category := And
SetFunctionValue category at the end resets the return value to 0 anyway.
Daggers are already covered by shortsword and spears are covered by polearms!
Ok, for Daggers and Short Swords (well, in my opinion you fight a little different, but not that much), but I don't thing you'd use http://www.tesnexus.com/downloads/file.php?id=27865 a Weapon http://www.tesnexus.com/downloads/file.php?id=25886 (a normal staff).