However, I need to do more reading and house ruling around the armour by piece rules because I hate the new combat tables. The fact that all weapons use the same table and there are no AT specific mods means that there is no reason ot just to pick the 'best' weapon (why use a cutlass when it is just a -10 sabre). Under the AL tables, the fact that different weapons had different effectiveness against different armour types meant that there was a real choice.
The new AbtP system is very different from the original armor system and it is something that will take getting used to.
Under the old system, each AT represents a specific suit of armor, and you get weapon variation on how it deals with that specific suit.
Under the AR system, each AR represents an overall level of protectiveness, NOT a specific suit of armor. And between AR and DB, you get a specific rating of protectiveness.
I think that it is important to keep that in mind. It is a major change from the way armor has been used/thought about in the past.
As for "picking the best" weapons. What weapons are available should, ideally, be determined by cultural and location aspects, not by those that do the most damage. Weapons are also often determined by the combat styles available as well.
You use the cutlass because that is what is available to you where you grew up, while the saber wasn't. But this is no different than the current system. In the table on page 23 of RMC Arms Law, more than half of the weapons (25 out of 46 entries) have identical modifiers across the board, making their modifications no different than the ones in the new system.
Additionally, you also get the same sort of choices being made with the Arms Law weapons. Why use a broadsword when you can use a Falchion, it does more damage across the board, and why not use a Dag instead, it does even more with the across the line bonus (to all ATs) that it receives. Maybe it is a little more apparent in the new combat tables, but those types of choices are still made...
This may require a little more work on the part of the GM to set up, but other than that, you still have basically the same choices being made regardless. You have those who will choose weapons based on damage done, and those who will choose them based on character concept. How each system handles weapons makes little difference, other than to make it more noticeable overall.
Also the fact that some weapons cap out at just 90 means that many players will start to hit maximum results over half the time by about level 5, resulting in much less variety.
This is a problem with any sort of condensed combat system... Which is why I said that if there is enough positive feedback... etc..