And finally....I think pushing warriors into "almost always hits" was intended. When you're attacking twice a turn and all you do as a class is make attack rolls, without a lot of ability to do anything else in combat, missing just feels like a complete waste of a turn. So why not push warriors into the stratosphere for hit chance? Of course, this could have been better modeled if that was the intent, but if the designers had a problem with this, they would have fixed it back in the dawn times, I would think.
True,
relatively high precision is making weapon users feel that they can contribute every turn, same as most spells have some effect even on successful save or missed attack.
Even miss with weapons can be made useful somewhat similar to graze mastery.
and with that, modification of Criticals:
Hit: normal damage
Miss by 5 or less: deal 50% attack damage and can't trigger any on hit modifiers(sneak attack, smite, maneuvers)
Hit by 5 or more: add +50% to total damage
Hit by 10 or more: add +100% to total damage
Hit by 15 or more: add +150% to total damage
Hit by 20 or more: add +200% to total damage
this would make attack rolls and attack bonuses more meaningful,
now if you have 70% hit chance, roll of 7 and roll of 19 is completely the same, only 20 is different
with this variant it's:
1: compete miss, 0 damage
2,3,4,5,6; graze, 50% damage
7,8,9,10,11: Normal hit, base damage
12,13,14,15,16: +50% damage
17,18,19,20: "crit", +100% damage.