fix for bastard swords
I have a pretty easy fix for bastard swords :
d10 +2 prof when used one handed,
d10 +3 prof when used two handed.
No feat required, no versatile bonus two-handed. Just remove versatile from the game, or make versatile property increase to-hit by +1, rather than +1 damage. However, here's the kicker. Rangers can treat these versatile weapons as double weapons instead of gaining the +1 when using them two-handed. Aragorn build using a bastard sword, FTW. Rangers with TWF style would have the same benefits they do now. That is, if you are a hybrid you can use a single bastard sword with Twin Strike with +2 prof, but if you take TWF talent you can use two longswords instead. Perhaps a new talent / ranger build option could capitalize on using bastard swords or battleaxes two-handed, like Two-Handed combat style, making them d10 +3 and usable with Twin Strike. In builds where hybrid talent is available, it's still a tradeoff, making you specialize in a certain combat style (two single weapons, or one versatile). Straight up rangers would of course, also need to pick, but they could retrain it at each level if they wanted to. Let's say the Two-handed style skips out on Toughness, to avoid it being strictly better than TWF style.
Battle Axe would be the same. The only mechanical difference between a bastard sword and a battle axe would be the feat support. Mastery should be available to any class if their main attack stat is good enough.
Both greatswords and greataxes would be +3 1d12, but one would have high crit and the other brutal 1.
This makes Bastard swords fit between long swords and two handed swords, given that you've removed superior weapon training from the game. If you need +3 for a one-handed weapon, use a longsword. If you want more damage two-handed, use a greatsword. +1 to hit is always better than +1 damage, which is why axes got the shaft in 4e and are almost universally panned, except for dwarves. The extra damage can't keep up with the penalty of missing your hit entirely. This will make Axes useful / optimal again. Also, axes should be cheaper. If you really want to go the full mile, use inherent bonuses and have items break ala Dark Sun as someone else suggested. When you roll a 1, if you roll another 1-2 it's broken. I don't like that in 4e everything feels perfect, permanent and unbreakable.
Fullblades and Dwarven Waraxes would be rare masterwork items (love it!) requiring no feats to use other than martial proficiency. Keep them in the game, just not available to buy because they are too rare / precious and only for the top generals made with special care by their wizards.
So, basically, you find one when the DM gives it to you, or you quest for it. Like a vanguard weapon for the rest of us who don't charge, it's just extra damage or high crit or brutal. Makes treasure fun again.