You could have any existing or new weapon mastery be able to be applied to a feasible weapon. All pole like weapons could topple, all heavy weapons can push, etc.
I have done that.
Mastery idea was great, but poorly impemented.
I did them as discount maneuvers:
you can apply only one maneuver per atttack.
9th level fighter ability changed that fighter can apply 2 maneuvers per attack.
maneuvers:
Slow: apply to any weapon
Graze apply to all 2Handed or Versatile weapons
Topple: apply to all 2Handed or Versatile weapons
Push: apply to all weapons
Nick: apply to all Light weapons
Vex: apply to all Light, Ranged or Finesse weapons
Sap: apply to all Versatile weapons
Cleave: apply to all melee slashing 2Handed or Versatile weapons
you learn a mastery, and you can apply it to any weapon attack it qualifies.
option for Graze and Topple:
Topple, no saving throw but you need to beat AC by 5 to activate. Save time on rolls
Graze: if you miss AC by 5 or less, deal minimal damage of attack.
still makes boosting AC/accuracy a thing.
An example could be “Skewer” where you deal extra damage to Prone targets, and it can only be applied to piercing and slashing weapons.
“Crush” could apply to bludgeoning weapons and have them give -1 to a target’s AC that lasts until the start of your next turn.
or Brutal weapon.
Brutal: when you attack with advantage, deal extra d6 damage.
you can deal this extra damage once on your turn.
Executioner:
when you score critical hit weapon base damage is maximized. other damage dice are rolled normally.
I.E. flaming greatsword that deals extra +2d6 fire damage on a hit would deal 24+STR slashing damage on a crit and as normal roll 4d6 extra fire damage