This is the thread that you want.
I like your attempts at testing, and it's possible that the guy who posted that is wrong, but, I highly doubt it.
Futhermore, I can attest to my own experience of having played my clonk and enjoyed unarmed attack speed and now moving back to my capped tempest build and experiencing the agonising slowness of TWF.
This is a little embarrassing for you. Yes, wielding 2 weapons gives a -2 penalty to both attacks, -4 to both attacks if offhand weapon is not light and if you don't have OTWF, -2 to mainhand and -6 to offhand if you don't have the TWF feat. Before you accuse people of being ignorant of game mechanics it's always best to check your facts.
If you are talking about AB (attack bonus) then say AB, don't say BAB and then add other numbers. It's a newbie mistake to mix these 2 up so it's easily forgivable. The reason it's important not to mix them up is that BAB doesn't just give you a number to attack with but it also determines your base attack speed. As above, handwraps don't receive that -2 penalty to attack which wipes out your 2 of the 3 points of attack that the elf longsword character has without spending a single AP.
Against mobs, yes, I stun ~90% of the time. I'll give you a hint, base weapon damage counts for a very small percentage of DPS at end game compared to all the bonuses that toons will have at level 20. What is important on a weapon is its critical profile. True, a longsword crits twice as often as handwraps and khopeshes crit twice as often and twice as hard, scimitars crit 3x as often. These improved critical profiles on weapons is the reason that handwraps have DPS advantages such as increased attack speed and full strength bonus to offhand so that handwraps can
compete with the top DPS dealers such as the almighty khopesh. Longswords don't even hold a candle to Khopeshes, they are relatively completely worthless as a DPS weapon.
The ToD rings add effects to your unarmed attack. For instance, the usual setup is to have 1 that adds holy burst and one that adds shocking burst. That's +3d6 on every attack and +3d6+1d10 on criticals against evil foes. More rings can be crafted for different circumstances. Then equip your metalline of GEOB wraps and you have an extra +3d6 + enhancement bonus, icy burst optional. There are quite a few items that will increase your base damage die (Jidz Tet'ka in earth stance, enlightened vestments for instance). What all this adds up to is that unarmed will likely be in front on all DPS fronts compared to longswords. That's 2-3 feats to reduce your DPS
Fact is, x2 critical doesn't really cut it. It's not viable in epic, you need x3 or x4. This is a weakness of handwraps (and longswords) but a full monk will have earth strike combos and level 6 higher crit profile attack to somewhat make up for it. A clonk can't really expect to do meaningful damage in epics. The only real option is to equip picks and use those for auto-crit situations (which is a majority of epic content).