Sorry for the delay, but as I have opted for a rather different approach, I hesitated to answer.
If you're interested, I find HARP's default skill division too easily makes characters helpless when they are left without their favourite weapon. I'm not saying my approach isn't necessarily better, just different. It is meant to be used in a campaign where the focus is moved from the gear to the character.
Enough talk! By my rules, Weapon Skills are simply divided up into seven skills. There are no "weapon classes" or "weapon groups", just individual skills (much like for the skills "Crafts" and "Mundane Lore").
- 1H Crushing
- 1H Piercing
- 1H Slashing
- Thrown
- Missile
- 2H Weapons
- Unarmed
You'll notice how I have switched from "edged" to "slashing" for instance. I am deliberatedly referencing the damage types available for one-handed weapons, making the character's action control the skill rather than the weapon itself. Thus, if you make a sweep with an Halberd (doing slashing damage) you'll use 2H Weapons (as you need both hands and make a Large crit), but if you instead make a thrust (doing piercing damage) you'll use 1H Piercing...
The original rules' allowance to get up to a +25 bonus with an unfamiliar weapon is replaced by you probably wanting to buy at least one rank in each of most of these seven skills to not feel completely awkward if your normal weapon breaks or is stolen.
I have kept the rules mechanism for "default weapon" though, so you still feel some hurt when you're forced to replace your Club for a Mace, for instance.
To avoid characters easily becoming all-around combat monsters, I'm making these skills cost double (4 or 8 DP instead of the usual 2/4) per rank.
kazapp
PS. But to answer your question, RWW, I'd probably choose my third option above (the one where 1H spears sort under "1H piercing" and 2H polearms sort under "Two Handed"). By looking at my own rules you should see why I would choose that!