I always liked having a multitude of weapon charts, and I got into the habit of passing out weapon tables to players before I even got out of the red boxed set in... I don't know, way too long ago, I know that much.
I also love the granularity of damage and healing. If someone doesn't (hasn't?) beat me to it, sooner or later I'll find a way to make that an option for HARP, by the Gods I will.
I found the gazillion and a half variations on the theme of "static maneuver" to be a pain, and pretty much ignored it from the first.
There are many ways you could break down and categorize attack and defense methods, which I think is where the granularity would be most appreciated. If it were up to me I think I'd categorize attacks by the type of attack (thrust, tip slash, reverse stroke, hammer stroke down the center, etc.) than by the type of weapon (bladed, crushing, short, long, elemental, etc.) I mean if you think about it, other than the type of crit, the damage done by a baby mace to the gut, an arrow to the gut and a dagger to the gut are remarkably similar. I say that... similar to a dagger thrust to the gut, a dagger slash to the gut produces markedly different damage.
Damage done by a battleaxe or a flair is pretty much the same, just scaled up. Same goes for the damage comparison between a mangonel, a mortar, a volley of arrows and a fireball.
In the process, you might end up putting actual strategic and tactical decision making into RPG combat too, by deciding what attack styles and defense styles to learn.
Or am I way off base here?