No, I'm notting putting Warrior in here yet, just a thought on it. Warrior's used to get Melee Weapons. This was a disgusting talent, given how many melee weapon skills there are (as compaired to one harder skill for Thrown Weapons and 3 or so weapon skills for Missile Weapons). Swordmasters, on the other hand, get Sword (which acts as Broadsword, Shortsword, and Fencing, i.e. all the balanced weapons over 1 ft in length), Raiders probably have [Mace] (which covers all unbalanced weapons...axe, mace, and flail) and I can definitely see Calvarymen getting [Polearm] (spears, polearms, lances). These are all early talents, ones that show in the first 3 circles or so (A-class talents)...the only weapon skills not in there are Blackjack, knife, and staff. (A knife talent should give knife and throwing knife...but those are both easy. Instead, add the knife skill to Sword and to Throwing Weapons, so Swords doesn't let you throw knives but you can use them, and Throwing Weapons also lets you use knife). So that's 8 talents to cover all "weapons", and all of them are low-circle talents for the combat people who get them (thus A-class talents). Being "in discipline" means you're likely to get them in the circles associated with the class. o [Missile Weapons] (bow, crossbow, sling)--Class A (in discipline for Archers, maybe also for Scouts) o [Throwing Weapons] (throwing, knife (for melee too))--Class A (in discipline for Theives, maybe Scouts) o [Sword] (balanced weapons, i.e., 1 & 2-handed sword and fencing)--Class A (in discipline for Swordmasters and Warriors) o [Mace] (covers unbalanced weapons, i.e. 1 & 2-handed Axe/Mace and Flail)--Class A (in discipline for Skyraiders and Warriors) o [Polearm] (covers lance, spear, and polearm)--Class A (in discipline for Warriors and Carverymen) o [Staff] (just the staff skill, should also include some minor spiffy)--Class A. (in discipline for warriors, probably...might also be a Wizard talent). o [Unarmed Combat] (does Judo and Karate, basically)--Class A (in discipline for warriors and beastmasters) you could also add a [Shield] talent, that has "Shieldmaster" built in for extra blocks, class A, maybe B. Might be in discipline for warriors, skyraiders, and...soldiers, probably, not that those are in the standard list. Warriors start picking up these talents at 1st circle, so they might have [Karma Ritual], [Wood Skin], [Sword], [Mace], [Unarmed Combat], and [Air Dance]. At 2nd circle, [Durability], and...some other stuff. A bunch of their old talents don't really make a lot of sense any more. Anyway, it's a start...warriors start with lots of Weapon talents, and will probably ignore a few, which works. You can do that. They might also get to choose, they get [Karma Ritual], [Wood Skin], [Air Dance] and three Weapons talents at first circle (they get to pick which)--zebediah.
Oh, and idea for a spiffy for the [Staff] talent...you can get an extra parry for a point of strain. Seems especially appropriate, since, if anything, a staff's schtick is "I block things." Thus, wizards and other spellcasting adepts who get into a lot of combat but don't really have any combat talents (other than spellcasting) can use the staff to increase their survivability. Everyone should get an avoid-blow-like talent at some point. --zebediah.
Alternately, Staff could include the skill for using staff-slings...i don't know how much sense that makes. It might also be able to buy weaponsmasters in the categories defined by these talents for 30 points?