I recently (re-)discoverd this great system & setting and - dabbler I am - couldn't help myself to think of some ways to tailor it to my needs.

One thing that I always look for in a RPG is a skill/character based combat effectiveness instead of a gear-based.
I prefer a system where the weapon of choice is more of a style question than a question of effectiveness.
So I took a look at the weapons list and thought, well, those aren't all that different...
Well, long story short, it boiled down to this:
Small Weapon: DAM 3 - ENC 1
(includes: Club, Dagger, Quarterstaff)
One-handed Weapon: DAM 5 - ENC 2
(includes: Axe, Bow, Mace, Pick, Spear, Sword)
Long-hafted Weapon: DAM 5 (1h) / 7 (2h) - ENC 3 - Can be used with one or two hands
(includes: Long axe, Long spear, Longsword, Mattock, War hammer)
Two-handed Weapon: DAM 9 - ENC 4 - Two-handed weapon
(includes: Bec de Corbin, Great axe, Great spear, Great sword, Maul)
Bow: DAM 5 - ENC 1+1 - Includes Quiver with 20 Arrows
(includes: Light Crossbow)
Longbow: DAM 7 - ENC 2+1 - Includes Quiver with 20 Arrows
(includes: Crossbow)
Great bow: DAM 9 - ENC 3+1 - Includes Quiver with 20 Arrows
(includes: Heavy Crossbow)
And for Edge/Injury:
Skill level 0: Edge G - Injury 14
Skill level 1: Edge G - Injury 16
Skill level 2: Edge 10 - Injury 16
Skill level 3: Edge 10 - Injury 18
Skill level 4: Edge 9 - Injury 18
Skill level 5: Edge 9 - Injury 20
Skill level 6: Edge 8 - Injury 20
Eager to here your thoughts and comments.
Especially if you see any design flaws (like the Edge/Injury ratings).
Cheers!
-- DD