Right now, there is no Weapon Expert skill (of any kind) in the new CP system. This will lower the weave damage that tanks and healers do, and lower dps (maybe not significantly) of the DPS's in game. My suggestion is this: a Weapon Expert skill that encompasses both the "Staff Expert" and "Physical Weapon Expert" skills from the current (old) CP system. It could be something like this:
"Increase damage with light and heavy attacks by 5% per stage."
10 points per stage, up to 50 to a total increase of 25%. The current skill increases it to around 30% before the benefits start to fall off, so it could feasibly be 6% per stage instead of 5% if people, devs in particular, thinks this should parse out to be about the same as the current ability.
Now the question, should this skill be a slottable skill, or should it be passive?
There's already so many necessary slot skills for a DPS, some of these include:
Untamed Aggression (165 dmg) 50 pts
Wrathful Strikes (3 dmg per point) -unknown cap-
Backstabber (15% crit dmg on backs) 50pts
Biting Aura (10% AOE dmg) 50 pts (why's there two of this skill?)
Thaumaturgy (10% AOE dmg) 50 pts (why's there two of this skill?)
Deadly Aim (10% single target dmg) 50 pts
Fighting Finesse (10% crit dmg) 50 pts
Occult Overload (4k dmg whenever kill an enemy 4m radius) 50pts
Reaving Blows (heal 7% dmg done) 50 pts
And that's only for magicka DPS. This means you gotta already choose AOE or single target when specing for a character which is unfortunate, then probably be like... Wrathful Strikes + Untamed Aggression + Deadly Aim + Fighting Finesse or Occult Overload. Occult Overload might be better than Untamed Aggression though depending, not sure (though 4m radius is laughably small so it might not be useful at all).
Adding in a "Weapon Expert" skill is something that might be a necessity. But it would be something everyone would slot due to it being useful for all builds (tanks, healers, and dps). So making it passive, due to the really small pool that we can slot, might be better than making it slottable. If it's passive, increasing the cost to 20 points per stage (to a total of 100 point cost) to increase the light/heavy attack damage by somewhere between 20% and 30% is probably fine. OR. Put it in the red skill tree rather than the blue one, though that doesn't make a whole lot of sense, it would make it an easier decision for slotting if it was in that tree instead of blue.