I'm A Banana
Potassium-Rich
But the game is Castles and Crusades, which doesn't have criticals. The GM has houseruled a critical, but only on a 20. 19-20 for ranged weapons. His reasoning was that he favored a more abstract game, and didn't want to bog himself down into weapon balance and things of that nature, favoring a smoother game with less rules.
Which I can appreciate, but it's absolutely killing the INTJ personality type indicator in me, because it seems illogical to me that if I walk to a blacksmith and say "give me the fastest, lightest, sharpest blade you have", he hands me a longsword, and while I admire it, someone else comes up to me and says, "gimme me whatever", and he hands them a similar longsword.
What may help is something I've been considering for Final Fantasy d20: damage dice based on class, not on weapon wielded.
"A fighter can deal 1d8 damage with a melee or ranged attack" is very abstract. It doesn't matter if he's wielding a sword, a dagger, two weapons, four, a bow, or a barstool. Being a fighter, he knows how to strike creatures to hurt with any weapon he can use.
In your character's idea, she's maximizing speed without damage, doing three or four thrusts for every one of her peers'. In the end, this equals out: she deals 1d8 damage with a melee attack. That "melee attack" represents speed and accuracy on your part, whereas for that fighter with the giant axe, it represents more a simple bash.
The same goes for accuracy.
This allows for a lot of self-customization. You can describe how you deal that 1d8 damage however you want, but in the end it is the same quanitity. It's simple by the rules. It doesn't matter what weapon you wield, it matters much more how well you wield it.
I tend to really like the idea that weapons just alter how the damage is dealt rather than altering the amount of damage dealt.