I'm not sure why great weapon fighters are singled out as needing a bone here. You can "swing, miss, end turn" just as well with sword-and-board, ranged attacks, and dual wielding. (Dual wielders encounter the phenomenon less often, but "swing, miss, swing, miss, end turn" still happens--and remember that great weapon fighters get multiple attacks too!)
If the goal is to address the "swing, miss, end turn" phenomenon generally, there are lots of things a fighter could get that don't require rolls. One option would be "taclord" abilities that let you move your allies around and grant them bonuses on the same turn you make an attack. Another would be "Hobson's choice" abilities, where you put your foe in a no-win situation; for instance, you angle yourself so that the enemy must either move where you want it to move or get stabbed. If you miss, the enemy is forced to move a short distance. (Make it clear that enemies who really want to avoid the forced movement can allow you an automatic hit.)
It is more that two handers dont have things like AC from shields or range.
So you swing, miss, no orcs die, and the orcs can now surrondd you and axe you to death.
And great weapons are damage weapons. So the design team wants them to deal MOAR DAMAEG! And damage is simple so that fits another goal. Fun and simple.
So do we change the rules to make it more fun and simpler or do we stick to tradition?