Oh this is where the title goes?
I had the same thought. Still think the gap between 1H and 2H would be a bit low, assuming shields are still +2 AC. If they are +1 it would make sense.I'd make two handed weapons be 2d6 to raise the average to 7. So dual-wielding and great-weapon fighting would be the same and be differentiated by fighting styles.
There are those (and I thought well-represented among the OSR community) who quite dislike damage-on-a-miss mechanics. I don't mind it but I think full ability mod on a miss might be a bit too much.Two-weapon style: deal Dex/Str mod damage on a miss OR (variant) gain +1 to hit while dual-wielding. Both represent the fact that attacking with more weapons increases the odds of dealing at least some damage on your turn.
Heavy weapon style: deal Str mod on a miss OR +1 to hit with heavy melee weapons (pick the one you didnt give to TWFS). In this case, it represent the fact that is way harder to totally resist a hit (even partial) from a huge-a** weapon.