We've had the same selection of weapon types and skill lines since early beta testing. A few abilities have changed, a few motifs have been added, but we're still stuck with the same stuff.
What's worse is that, despite complaints during beta and even after launch, we've been stuck with the same animations regardless of weapon type. Every 1 handed weapon swings the same, every two handed weapon swings the same. I dont need to tell anyone who's played the game how ridiculous it looks when you use flurry and your character starts trying to stab the target to death with the head of his maces, or how unrealistic it is when you do a baseball-bat swing with wrecking blow and any but the heaviest greatswords.
I think the animations, and the selection of weapons, is long past due for an overhaul. This kind of lazy copy-paste animation work should never have made it past launch, much less still be around two years into the game with multiple expansions released. I'll split this up into a few sections with suggestions below.
Animations
It is clear that the animation set for each weapon tree is based largely, or exclusively, on a particular weapon type available to that tree. Dual wield is most definitely based on the idea that you're going to be using daggers: you stab with flurry, and fling out daggers and knives with hidden blade or whirlwind. These animations simply do not work for maces, axes, or in many cases even swords.
The current animations for this line are fine for daggers.
Swords should have more slicing, arcing attack animations.
Axes should have more hacking-style attack animations.
Maces should have heavy, brutal, pummeling attack animations.
Really, ZOS, this is common sense. I'm starting to think that the animators took their inspiration from starwarskid.
Similar issues plague the 2h line. Cleave's animations is fine for the most part, but wrecking blow only really fits maces (or, possibly, some heavy axes). Swords, even greatswords, require animations that convey more finesse and slicing motion, rather than pummeling. This is doubly true for the reverse slice morph of executioner, which leaves an impact dust cloud like you're smashing your weapon into the ground. Who in their right mind would do such a thing with a bladed weapon? It only fits mauls, though it does fit them very well.
These animation issues need to be resolved.
Additional weapon types within each skill line
From before beta testing was even opened up, polearms/spears have been a requested skill line for this game. Back during beta, and shortly after launch, I was involved in several interviews with Zenimax staff, and was assured that this was something they knew we wanted and it was on the table. Two years later, this still hasnt changed.
I'd like to see polearms finally become an option, as a part of the two-handed skill line. Where the dual wield line has benefits for axes (bleed), maces (armor penetration), swords (damage), and daggers (critical chance), the two handed line is missing out on a weapon that modifies critical chance, on an equivalent to daggers. Polearms and spears, being primarily long-reach stabbing and chopping weapons, make a great deal of sense in this regard.
Obviously the main holdup here seems to be that polearms/spears would look absolutely terrible with the two-handed skill line's current animations (not that this held ZOS back from abusing animation ridiculousness in the dual wield line). If the previously suggested improvements to weapon animations are taken care of first, however, polearms as a two handed option get a little closer to being realized. Obviously attack animations for these weapons would involve more stabbing or sweeping attacks, that should go without saying.
Crossbows Are another option that has been long left out of the game. Currently there is only one weapon type available for ranged stamina builds: the ever reliable bow. As much as I enjoy the bow line, I feel (and I'm sure others will agree here) that a more powerful-feeling ranged weapon would be suitable for heavier, warrior-style characters.
Obviously there should be no problem incorporating the crossbow into the bow skill line. However, once again, animations need to be adjusted. Obviously crossbows are going to animate differently than bows, and some of the abilities (as well as the light and heavy attacks) will need to be reworked for crossbow compatibility.
Lastly, an option I've always wanted to see is an addition to the shield line. Currently, shields have no true offensive potential: I'd like to see an additional shield type added (call them 'bucklers' or whathaveyou) that provide less armor than a full sized shield, but provide additional weapon/spell damage as well as increased bash damage, allowing for more offensive-oriented shield builds to come into play.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank