@Minigiant
Yes, the weapons table in 5E is probably the weakest link in 5E.
1st; there is so much inconsistency in simple/martial split between weapons that it's almost funny, and some weapons are just a waste of ink on the paper;
quarterstaff vs. greatclub; who would ever use a greatclub over quarterstaff? You just need that extra 6lb to carry around for same damage and not be able to use it onehanded if needed?
Light crossbow is simple and heavy crossbow is martial weapon? they are the same weapon with different pull strength
same goes for shortbow and longbow.
handaxe is simple and battleaxe is martial weapon? Handaxe can be thrown ffs. That is an extra usage of weapon that needs to be learned differently than melee combat, yet that is simpler to learn?
2nd; Weapon damage and special properties should be more unified and there should be not martial/simple category. No need.
Having fighting styles, extra attack(s), access to martial maneuvers and investment in STR/DEX is more than enough to to differentiate a martial character from non-martial.
Weapons:
base damage 1d10, one handed
properties for melee weapons:
Light(L); can be dual wield with no special training, reduce damage dice by one step
Finesse(F); can use DEX instead of STR for attack and damage bonuses, reduce damage dice by one step
Reach(R), 10ft; can attack targets 10ft away, reduce damage dice by one step
Thrown(T), 40/120ft; reduce damage dice by one step
Versatile(V); if one handed weapon lacks light, finesse or thrown property, increase damage die by one step when using it with two hands
Two handed(2H); weapon requires two hands to use
increase damage dice by two steps
Heavy(H); increase damage die by one step
some rules to prevent having 100 combinations of weapons and properties;
Heavy weapons must be two handed,
Light weapons cannot be two handed,
Reach weapons cannot be light,
Reach weapons cannot be thrown,
Reach weapons cannot be two handed,
Heavy weapons cannot be finesse,
so some iconic examples:
dagger; 1d4; F, L, T
shortsword/scimitar; 1d6; F, L
Javelin; 1d6; L, T
chakram; 1d6; F, T
whip; 1d6; F, R
throwing axe/hammer; 1d8; T
rapier; 1d8; F
handaxe/sidesword/mace; 1d8; L
spear; 1d8(V 1d10); R
longsword/battleaxe/warhammer; 1d10(V 1d12)
spiked chain; 1d10; 2H, F, R
longspear; 1d12; 2H, R
Elven courtblade; 1d12, 2H, F
pike/halberd/glaive; 2d6; 2H, H, R
greatclub; 2d6; 2H
greatsword/greataxe/maul; 2d8; 2H, H
ranged weapons;
Shortbow; 1d6, 2H, 80/320ft
Longbow; 1d8, 2H, H 150/600ft
light crossbow; 2d6, 2H, Loading(Action), 80/320ft
heavy crossbow; 2d8, 2H, H, Loading(Action), 100/400ft
hand crossbow; 1d6, L, Loading(Bonus action), 40/120ft
*Crossbow expert feat: reduces loading time from Action to Bonus action and Bonus action to "free".
Extra (optional) options:
all weapons deal one type of damage; B/P/S. If they deal 2(or 3) types at the same time, maybe reduce damage die for one step for extra versatility:
15ft reach weapons; disadvantage on targets within 10ft, cannot attack within 5ft. Same damage as 10ft reach weapons.
For class balance; we could give "martial weapon classes" extra skill at 1st level, and those with only few martial weapons a tool or two extra.
Also, a good thing from 4E. Remove medium armor. add hide as 13+dex AC to light armors. Have it cost a little extra, about 200-300GP so it's not 1st level gear. Shields come with light armor.
classes starting armor proficiency:
No armor: Monk, Sorcerer, Wizard,
Light armor: Artificer, Barbarian, Bard, Druid, Ranger, Rogue, Warlock,
Heavy armor: Cleric, Fighter, Paladin, Warlord,
*classes can exchange one category of armor for extra class skill at 1st level(or whenever they gain extra category or armor via sub-class).
Light amor: normal stealth, Heavy armor: disadvantage on stealth.