Cap'n Kobold
Hero
Skill is already covered by proficiency, and the lever action applied to a weapon by using both hands is precisely what I meant: its a force multiplier, and thus only relevant to weapons that require speed and force.I think I watched a program where they beheaded a load of ballistic jelly "people" using samurai swords, and they actually said that the real skill was in holding the sword in both hands but quite wide apart so when swinging, you could lever action your hands which would, somehow, create a really insane cut. So a possible application of skill over brawn. Meh - this is D&D not mythbusters - personally I'm quite comfy with finesse and heavy - though agree for that specific combo, you're going to need a banging weapon concept.
If the stats that fit the weapon are already on the weapons table, why not just use them rather than having to rebuild from the ground up?Well - this is kinda my point. You're reskinning existing "Best-fits", so it's partly a fudge. WotC themselves have a pretty robust system inbuilt once you un-pick it.....so why not just build it from the ground up? A Chakram is a balanced thrown Ranged weapon (not melee like a javelin) that isn't finesse and perhaps has the loading property (too heavy to throw more than one per turn)...why not use the rules WotC use to build it (a 1d6 thrown ranged weapon)?

(By the way, note that a ranged weapon, even a thrown one, defaults to using Dex. If you want someone to be able to apply Str to hit and damage, you need to give it finesse. )
Something else that might be worth considering and/or changing the rules for if you implement your new system: interaction with feats. For example darts, as a ranged weapon can be used with the extra damage from sharpshooter, whereas daggers can't.Ah yes - definitely (though personally I houserule draw and throw for darts and daggers). Maybe have a half-loading property or something that nullifies the thrown penalty on ranged weapons......hmm....I'll look into it.
Likewise pressure from players who want the best of both worlds in being able to dump Str but still get the damage of a Great Weapon Master feat user.
I think the criteria were a mix of the fantasy and RL weapons associated with some of the eastern martial art styles. So you've got repurposed farming implements and 'peasant' weapons like clubs (sai, tonfa, nunchaku), staff (bo, jo, hanbo) etc. Alongside the more mythological shuriken and "ninja-sword".As for Monk weapons - which is a valid point - I'm not majorly sure what the criteria were for selecting which weapons were monk weapons. But it feels more like something the class would identify rather that a specific weapon property....I'll have to have a think on that... .
I understand what you mean when you say that whether a weapon is considered a 'monk weapon' is probably best put in the monk class description. But your system is all about creating new weapons individually, so people will be coming up with new weapons all of the time. Having a 'monk weapon' designation will save you having to update the monk class features every time someone comes up with a new weapon variant that they want their monk to use.