I've actually been working on putting together a new way of using the Maneuver system that sounds like it is doing a little like what you are asking for. I've basically been trying to adapt the 7th Sea RPG's version of their "swordsman schools" into the game using the Maneuver system.
For this new campaign I'm looking to put together that is more "swordfighting" and swashbuckler-esque, I'm basically removing most of the classes from the game (primarily the spellcasters) and creating new types of warrior "subclasses" that use specific Maneuvers like the Cavalier does. Then to give me more variety and options, I'm turning several of the removed class abilities into new Maneuvers. So for example... as I've removed the Bard from this system (as a spellcaster class), I've added 'Inspire' to the list of Maneuvers-- thus allowing a PC to use their Superiority die to inspire another PC the same way a Bard would have using Bardic Inspiration. Another example is that as I wanted to give 'Lunge' a bit more oomph because my games do not tend to see Reach being all that useful or used, I added the Barbarian's 'Reckless Attack' ability to the 'Lunge' maneuver. So now as a swordfighter you can lunge forward for a better and longer attack (gaining Advantage and an extra 5' reach), but you leave yourself open for counter-attacks (giving Advantage to enemies for the rest of the round.) At this point I'm up to 19 different Maneuvers (some left as is, some edited, some added) and now it's just a matter of creating "Swordsman Schools" (IE subclasses) that bind them together in groups that make sense. This way I can determine for myself which maneuvers get bundled together so it's not a matter of any player picking and choosing the "best" ones all the time. If you are trained in a fighting style that is more precise and technically sound so that hitting more often is important (so more of a fencing weapon style where you might get Precision Attack)... you wouldn't then also get maneuvers that are meant for heavier weapons or more corps de corps fighting (like Pushing Attack, Sweeping Attack or Trip Attack.)
On top of this system, I'm also trying to work out how I want to do the Fighting Styles, because I'm also looking at removing Feats from this system and yet want to keep some abilities you would get with certain Feats. One thing I'm trying out in design is giving Fighting Styles two levels of abilities-- the second level oftentimes being a specific Feat adapted for it. So for example, the second level of the Two-Weapon Fighting Style is the stuff you get with the Dual Wielder Feat, and the second level of the Protection style is the Shield Master feat abilities.
The biggest thing I need to work out at this point is how I want to combine these systems together to be a workable whole. As I see it coming together, certain Maneuver packages make sense for certain Fighting Styles but not so much for other ones, so I want to make sure they work together well, are balanced amongst each other, but also don't restrict choice too much. It's a difficult balance, but one that has been interesting to work out.
In case anyone is interested, here is my current list of what I have for my Maneuvers and my two levels of Fighting Styles. What comes next for me is to start bundling these packages together to create "Swordsman Schools" that become like the "classes" available to take. (And yes, while I'm calling them "Swordsman Schools" in honor of 7th Sea, I realize most of them won't necessarily be using swords as their weapons.) I'm thinking that I might end up just go all-in on the complete 7th Sea swordsman school idea, where each school has three levels of abilities (Apprentice, Journeyman, Master) and four sword skills per school. So that this would be the way to bundle a Fighting Style to a specific set of Maneuvers, plus I can grade up the three levels of styles/feats from least to most powerful. I'll be curious to see how it goes.
FIGHTING STYLES
-Archery
Level 1: Against targets within 30 feet of you, your ranged attacks ignore half-cover, and three-quarters cover is considered half-cover to you.
Level 2: You gain a +1 bonus to attack rolls you make with ranged weapons.
-Defense
Level 1: While you are wearing armor, you gain a +1 bonus to AC.
Level 2: While you are wearing armor, you gain another +1 bonus to AC and no longer have Disadvantage on Stealth checks.
-Dueling
Level 1: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Level 2: ??
-Great Weapon Fighting
Level 1: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 2: You may take a penalty to your attack roll equal to your proficiency bonus, and if you hit with your attack you may add double your proficiency bonus to your damage.
-Shield Fighting
Level 1: While wielding a shield, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Level 2: You may add your shield's AC bonus to any Dexterity saving throws that you make, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half-damage, you can use your Reaction to instead take no damage if you succeed on the saving throw.
-Thrown Weapon Fighting
Level 1: All weapons with the Thrown property are considered Finesse weapons for you and their damage die size increases one step. You can also draw a thrown weapon as part of the attack made with that weapon.
Level 2: Against targets within 30 feet of you, your ranged attacks ignore half-cover, and three-quarters cover is considered half-cover to you.
-Two-Weapon Fighting
Level 1: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 2: When you engage in two-weapon fighting, your weapons no longer need to be Light, and you gain a +1 bonus to AC.
MANEUVERS
-Aim- When you make a weapon attack roll against a creature, you can expend one superiority die to take careful aim and make it easier to hit. Roll the superiority die and add it to your attack roll. You can use this maneuver after making the attack roll, but before any effects of the attack are applied.
-Charge- When you take the Dash action and end your movement adjacent to a creature, you can expend one superiority die to attack that enemy. Make a single melee weapon attack against that opponent and add the superiority die to the attack’s damage roll if you hit.
-Cleave- When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would also hit the second creature, both creatures take damage equal to the number you roll on your superiority die.
-Direct- When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. Use a bonus action and expend one superiority die to choose a friendly creature which can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
-Disarm- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
-Distract- When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
-Evade- When you move, you can expend one superiority die to make it more difficult for other creatures to hit you. Roll the superiority die and add the number rolled to your AC until you stop moving.
-Feint- When you make a melee weapon attack, you can expend one superiority die and use a bonus action on your turn to feint, throwing your target off-balance and making it easier to hit it. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
-Goad- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-Hook- When you succeed with a grapple check against a creature, you can expend one superiority die to attempt to restrain the target. You add the superiority die as bonus damage to the grapple, and the target must make a Strength saving throw. On a failed save, you restrain the target.
-Inspire- You can expend one superiority die and use a bonus action to inspire an ally. Choose one creature within 60 feet of you who can hear you. Once within the next 10 minutes, the creature can roll the superiority die and add the number rolled to one ability check, attack roll, or saving throw it makes.
-Lunge- When you make a melee weapon attack on your turn, you can expend one superiority die to lunge forward, widening your opening for the attack but leaving you open for easier attacks in return. You increase your reach for your attack by 5 feet and gain advantage on the attack roll, and if you hit, you add the superiority die to the attack’s damage roll. However, all attacks made against you until the start of your next turn also have advantage.
-Maneuver- When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature which can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
-Menace- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
-Parry- When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to parry part of the attack to cause less damage. Reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
-Push- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
-Rally- On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature which can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
-Riposte- When a creature misses you with a melee attack, you can expend one superiority die to make an immediate counterattack. Use your reaction to make a melee weapon attack against the creature and if you hit, you add the superiority die to the attack's damage roll.
-Tag- When a creature makes a melee weapon attack against you, you can expend one superiority die to confuse him with some derring-do and make it less likely for the attack to hit. The creature must make a Charisma saving throw. On a failed save, you roll the superiority die and subtract it from the creature's attack roll. You can use this maneuver after the creature makes their attack roll, but before any effects of the attack are applied.
-Trip- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
For this new campaign I'm looking to put together that is more "swordfighting" and swashbuckler-esque, I'm basically removing most of the classes from the game (primarily the spellcasters) and creating new types of warrior "subclasses" that use specific Maneuvers like the Cavalier does. Then to give me more variety and options, I'm turning several of the removed class abilities into new Maneuvers. So for example... as I've removed the Bard from this system (as a spellcaster class), I've added 'Inspire' to the list of Maneuvers-- thus allowing a PC to use their Superiority die to inspire another PC the same way a Bard would have using Bardic Inspiration. Another example is that as I wanted to give 'Lunge' a bit more oomph because my games do not tend to see Reach being all that useful or used, I added the Barbarian's 'Reckless Attack' ability to the 'Lunge' maneuver. So now as a swordfighter you can lunge forward for a better and longer attack (gaining Advantage and an extra 5' reach), but you leave yourself open for counter-attacks (giving Advantage to enemies for the rest of the round.) At this point I'm up to 19 different Maneuvers (some left as is, some edited, some added) and now it's just a matter of creating "Swordsman Schools" (IE subclasses) that bind them together in groups that make sense. This way I can determine for myself which maneuvers get bundled together so it's not a matter of any player picking and choosing the "best" ones all the time. If you are trained in a fighting style that is more precise and technically sound so that hitting more often is important (so more of a fencing weapon style where you might get Precision Attack)... you wouldn't then also get maneuvers that are meant for heavier weapons or more corps de corps fighting (like Pushing Attack, Sweeping Attack or Trip Attack.)
On top of this system, I'm also trying to work out how I want to do the Fighting Styles, because I'm also looking at removing Feats from this system and yet want to keep some abilities you would get with certain Feats. One thing I'm trying out in design is giving Fighting Styles two levels of abilities-- the second level oftentimes being a specific Feat adapted for it. So for example, the second level of the Two-Weapon Fighting Style is the stuff you get with the Dual Wielder Feat, and the second level of the Protection style is the Shield Master feat abilities.
The biggest thing I need to work out at this point is how I want to combine these systems together to be a workable whole. As I see it coming together, certain Maneuver packages make sense for certain Fighting Styles but not so much for other ones, so I want to make sure they work together well, are balanced amongst each other, but also don't restrict choice too much. It's a difficult balance, but one that has been interesting to work out.
In case anyone is interested, here is my current list of what I have for my Maneuvers and my two levels of Fighting Styles. What comes next for me is to start bundling these packages together to create "Swordsman Schools" that become like the "classes" available to take. (And yes, while I'm calling them "Swordsman Schools" in honor of 7th Sea, I realize most of them won't necessarily be using swords as their weapons.) I'm thinking that I might end up just go all-in on the complete 7th Sea swordsman school idea, where each school has three levels of abilities (Apprentice, Journeyman, Master) and four sword skills per school. So that this would be the way to bundle a Fighting Style to a specific set of Maneuvers, plus I can grade up the three levels of styles/feats from least to most powerful. I'll be curious to see how it goes.
FIGHTING STYLES
-Archery
Level 1: Against targets within 30 feet of you, your ranged attacks ignore half-cover, and three-quarters cover is considered half-cover to you.
Level 2: You gain a +1 bonus to attack rolls you make with ranged weapons.
-Defense
Level 1: While you are wearing armor, you gain a +1 bonus to AC.
Level 2: While you are wearing armor, you gain another +1 bonus to AC and no longer have Disadvantage on Stealth checks.
-Dueling
Level 1: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Level 2: ??
-Great Weapon Fighting
Level 1: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 2: You may take a penalty to your attack roll equal to your proficiency bonus, and if you hit with your attack you may add double your proficiency bonus to your damage.
-Shield Fighting
Level 1: While wielding a shield, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Level 2: You may add your shield's AC bonus to any Dexterity saving throws that you make, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half-damage, you can use your Reaction to instead take no damage if you succeed on the saving throw.
-Thrown Weapon Fighting
Level 1: All weapons with the Thrown property are considered Finesse weapons for you and their damage die size increases one step. You can also draw a thrown weapon as part of the attack made with that weapon.
Level 2: Against targets within 30 feet of you, your ranged attacks ignore half-cover, and three-quarters cover is considered half-cover to you.
-Two-Weapon Fighting
Level 1: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 2: When you engage in two-weapon fighting, your weapons no longer need to be Light, and you gain a +1 bonus to AC.
MANEUVERS
-Aim- When you make a weapon attack roll against a creature, you can expend one superiority die to take careful aim and make it easier to hit. Roll the superiority die and add it to your attack roll. You can use this maneuver after making the attack roll, but before any effects of the attack are applied.
-Charge- When you take the Dash action and end your movement adjacent to a creature, you can expend one superiority die to attack that enemy. Make a single melee weapon attack against that opponent and add the superiority die to the attack’s damage roll if you hit.
-Cleave- When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would also hit the second creature, both creatures take damage equal to the number you roll on your superiority die.
-Direct- When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. Use a bonus action and expend one superiority die to choose a friendly creature which can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
-Disarm- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
-Distract- When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
-Evade- When you move, you can expend one superiority die to make it more difficult for other creatures to hit you. Roll the superiority die and add the number rolled to your AC until you stop moving.
-Feint- When you make a melee weapon attack, you can expend one superiority die and use a bonus action on your turn to feint, throwing your target off-balance and making it easier to hit it. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
-Goad- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-Hook- When you succeed with a grapple check against a creature, you can expend one superiority die to attempt to restrain the target. You add the superiority die as bonus damage to the grapple, and the target must make a Strength saving throw. On a failed save, you restrain the target.
-Inspire- You can expend one superiority die and use a bonus action to inspire an ally. Choose one creature within 60 feet of you who can hear you. Once within the next 10 minutes, the creature can roll the superiority die and add the number rolled to one ability check, attack roll, or saving throw it makes.
-Lunge- When you make a melee weapon attack on your turn, you can expend one superiority die to lunge forward, widening your opening for the attack but leaving you open for easier attacks in return. You increase your reach for your attack by 5 feet and gain advantage on the attack roll, and if you hit, you add the superiority die to the attack’s damage roll. However, all attacks made against you until the start of your next turn also have advantage.
-Maneuver- When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature which can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
-Menace- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
-Parry- When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to parry part of the attack to cause less damage. Reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
-Push- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
-Rally- On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature which can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
-Riposte- When a creature misses you with a melee attack, you can expend one superiority die to make an immediate counterattack. Use your reaction to make a melee weapon attack against the creature and if you hit, you add the superiority die to the attack's damage roll.
-Tag- When a creature makes a melee weapon attack against you, you can expend one superiority die to confuse him with some derring-do and make it less likely for the attack to hit. The creature must make a Charisma saving throw. On a failed save, you roll the superiority die and subtract it from the creature's attack roll. You can use this maneuver after the creature makes their attack roll, but before any effects of the attack are applied.
-Trip- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.