Our Airship captain is Charismatic/Dedicated/Smart. He picked up Smart for an infusion of Skill Points. He's limited his talents a little by multiclassing so much, but those Charismatic levels are rather useful in RP situations.
The only problems I have with the Modern ruleset and GT are that skill ranks are a little TOO easy to get. Even with level caps ... between max ranks, ability modifiers, talents, skill emphasis type feats, etc characters can get some pretty disgusting modifiers.
The biggest damage-dealer in the game I run is a TWF, quickdraw pistoleer. He can throw quite a bit of hurt down range and after the guns are dry he just pulls daggers and steps in. The biggest melee combatant is a secondary PC, Strong/Fast. She fights TWF with a quarterstaff and is pretty devestating. I really like the way that character turned out, as I haven't seen somebody actually use a quarterstaff in D&D effectively.
So yes, seeing as the two most-used melee weapons in my game are daggers and quarterstaves I'd say that Simple Weapons are quite sufficient for most things. The REAL "most used weapon" though, is firearms. As I said, I let people trade out a MWP or ArmorP for Firearms, or take it normally. Even then, only the gunslinger and the charismatic hero use firearms regularly. The wizard uses spells. (And even with Firearms Prof that charismatic hero can't hit anything and has fared better pressed into melee combat with his sword that he doesn't even have prof with.)
--fje