Howdy, figured I'd use the downtime to talk about a couple of things involving weapons in the game, and not in the game. The game is currently missing some weapons that should really be added in, if for no other reason than that they are a part of the mothergame.
For example
Shortspear: This is a one-handed simple melee weapon that can also be thrown. 1gp, 1d6/x2, 20 ft range increment.
Longspear: This is a two-handed simple melee weapon that has reach. 5 gp, 1d8/x3.
Spear: This is a two-handed melee simple melee weapon that can also be thrown. 2 gp, 1d8/x3, 20 ft range increment.
Not only do spears appear in the mothergame, but they are fundamental in the history and development of martial technology.
Javelin: This is a simple thrown weapon. 1 gp, 1d6/x2, 30 ft range increment.
Sling: This is a simple ranged weapon (though I can see an argument for making it Martial). Free! 1d4/x2, 50 ft range increment, bludgeoning (good for skeletons!)
These two weapons are also fundamental and there is no excuse for the lack of inclusion in the game.
Flail: One-handed martial weapon, 8 gp, 1d8/x2
Trident: One-handed martial weapon that can also be thrown. 15 gp, 1d8/x2, 10 ft range increment
Glaive: Two-handed martial weapon with reach, 8 gp, 1d10/x3
Flail, heavy: Two-handed martial weapon, 15 gp, 1d10/19-20 x2
Guisarme: Two-handed martial weapon with reach, 9 gp, 2d4/x3
Halberd: Two-handed martial weapon, 10 gp, 1d10/x3
Ranseur: Two-handed martial weapon with reach, 10 gp, 2d4/x3
Scythe: Two-handed martial weapon and particularly glaring omission considering the inclusion of the sickle, 18 gp, 2d4/x4
Note that several of the above are REACH weapons. Reach weapons allow you to strike at opponents up to 10 feet away instead of the normal 5 feet. There is no good reason for reach weapons to be missing from the game.
Of particular note are the composite bows. Yes, they are included in the game, but they do not provide the benefit that they should. Namely,
Bow Strength should not be an included feat, as it is supposed to be a feature of equipment that you can purchase.You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Nunchaku: Light exotic melee weapon. 2 gp, 1d6/x2
Sai: Light exotic weapon that can be thrown, 1 gp, 1d4/x2, 10 ft range increment
Siangham: Light exotic weapon, 3 gp, 1d6/x2
The three weapons above are special Monk weapons, allowing the monk to remain centered. These should have been included for stylistic reasons if nothing else.
Whip: One-handed exotic melee weapon with 15 ft reach, 1 gp, 1d3 non-lethal/x2; the whip is a strange case. I'd like to see it included, but without non-lethal damage, I'm not sure yet how I'd stat it up.
Axe, orc double: Two-handed exotic double melee weapon. 60 gp, 1d8/x3
Chain, spiked: Two-handed exotic melee weapon with reach, Can use Weapon Finesse, 25 gp, 2d4/x2; they recently included this in a terrible manner as a special attack available to Shadar-Kai. That's a mistake. Anyone can take the EQP to use this. The Shadar-Kain should add bonuses and special maneuvers, not provide the base attack.
Flail, dire: Two-handed exotic melee double weapon, 90 gp, 1d8/x2
Hammer, gnome-hooked: Two-handed exotic melee double weapon, 20 gp, 1d8 (or 1d6)/x3 (or x4); this has a blunt head (1d8/x3) and a piercing head (1d6/x4); not sure how to implement this one, except as pre-built weapon combos
Sword, two-bladed: Two-handed exotic double melee weapon, 100 gp, 1d8/19-20 x2
Urgosh, dwarven: Two-handed exotic double melee weapon, 50 gp, 1d8/x3 (1d6/x3); this has an axe head (1d8) and a spear head (1d6), and would have coding issues like the gnome-hooked hammer
Note that several of the above weapons are marked as Double weapons. This (which also applies to quarterstaves) means the character can fight with both ends of the weapon, as if two-weapon fighting with a normal weapon and a light offhand weapon. When used in this way, the character would use the tw-weapon fighting feat chain, but would not the get normal extra damage pump for a two-handed melee weapon.
There is no reason to not add these to the game. You could re-purpose several animations for some of them and even just basically reskin some existing weapons to get the visual.