Alright I posted this a while ago but I am fairly sure it has been forgotten and/or ignored. However, because of the problem with weapon damages for the whole champions vs trained becoming irrelevant. I understand that because of swarming this went to the back burner because melee heroes currently get killed rather fast. However since it appears many things are being worked on behind the scenes I thought a balance point would be brought back up.
Alright now with the intro done here is the meant and potatoes; I think that different weapon damage types should be re-implemented and here is why. With the removal of the different damage types on the weapons, notice I am not talking about armor here, you remove the ability to differentiate traits such that a talent point that increases effects for spears only affects the special attacks instead of all of the spears attacks without having additional side effects of boosting other weapons. In essence if you have a bonus % damage to spear, only using this as an example but everything follows the same way, then not only will the base damage increase for the user but you can balance trained vs champions using the same weapon by way of talents. This way was partially implemented within FE but instead of any % bonuses for trained units using weapons all % bonuses would only be applied to using talents for champions and trained units getting buffed for attack would be through the attackboost unit stat.
This way if you increase weapon damages slightly from one tier to the next the total damage does not increase much except by adding an additional soldier to a unit. This allows an even damage done by having champions with their specialized training to have a possibly double the amount of base damage than trained units but the trained units have the advantage of numbers. So then it becomes and all or one large attack versus many small attacks from units. I know this is what the general idea within the game and is being implemented partially through enchanted gear that champions can use but this method allows for lower scaling of weapons from tier to tier without making what appears to be outlier damages on champion weapons. Finally if the even point of damage is still not met a final weapons tier could add double attack or even put a triple attack at the end of the line and a double attack in the middle. So the first talent would boost Damage for a weapon damage type, the second talent would then further boost the base attack by an additional % and make all attacks with that weapon have a double attack, and finally the last talent would give a final % to damage type and potentially a third attack with the weapon or maybe even a % chance to maul using that weapon. This just further extends a melee heroes ability to do more damage and stay relevant versus trained units.
Alright I think that is it. This is only useful if the swarm ability has a relevant counter for melee heroes potentially such as a boost for all melee heroes dodge values or more hit points at the base path choice so they can survive initially and additional hit points per level, however this is not the point of this post. Please evaluate and critique or add to as you guys see fit.