Sure, and as a fellow fencer (sabre primarily) that makes sense. But as I recall, with GURPS MA there was typically an attack that basically mechanically best for your character, and whilst you'd have a bunch of other stuff you could do, there was little reason to change that up. I'd contrast this with the Street Fighter WoD game*, which did give you a bit more to think about (though it had other issues). It can be a difficult balance I admit because you don't want to cause analysis paralysis, particularly over choosing from a bunch of actions which only give minor benefits (+1 here, -1 there, etc.), as that can feel deeply unrewarding and time-waste-y (he said, thinking of the FUZION-based, HERO-inspired Champions: The New Millennium).
* = I'd love to see a history of WW which got interviews with the right people (including the sadly vanished-seeming Joshua Gabriel Timbrook) to ask them more about their interestingly-close relationship with Capcom, which is how they got the SF licence in the first place, and which apparently lead to actual discussions with Capcom over licencing and making a Werewolf: The Apocalypse-based 2D Fighter in the later '90s (this was after Vampire Saviour/Darkstalkers came out, note).