Since this is another topic that keeps popping up and is dear to my ESO enjoyment ideals, I thought it might be a good idea to get my usual ramblings about these ideas into order and post a bit more fleshed out concept here for discussion and feedback... it is a very rough concept, I am sure there are many ideas in there that could use some refining and improvement, I just wanted to put it out there to show what I am talking about when I comment in those other threads...
Anyways, here are my ideas on the matter of what I would like to see added to ESO someday in terms of weapon skills, feel free to comment (please be nice!

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Polearms
These extra-long shafted weapons (…things like: Pikes, Poleaxes, Tridents, Glaives, Monks Spades, War Scythes, Ranseur, Military Forks, Naginata, Hunting Spears, Halberds, Spetums, Pitchforks, etc.) should have 50% more range then normal weapons, but be awkward to use in very close quarters, so any attacks that are made against opponents at knife range suffer a 50% damage penalty (meaning, the weapons will do half damage from zero to 50% normal weapon range, and then full damage from 50% to 150% normal weapon range… for light/heavy attacks, as well as skill use…)
Skills:
• Impaling Jabs (Puncturing Jabs animation, triple attacks in one go)
- Morph1: Impaling Strikes (+ knockback on last strike)
- Morph2: Rending Jabs (+ bleeding DoT increased per hit)
• Circular Slash (Radial Sweep animation, AOE around wielder)
- Morph1: Circular Sweep (+ shield per enemy hit)
- Morph2: Crescent Slash (+ extra damage to enemies in front)
• Spear Charge (Focused Charge animation, gap closer & damage)
- Morph1: Impaling Charge (+ bleeding DoT)
- Morph2: Spear Rush (+ damage increased per distance charged)
• Braced Guard (auto-damage against anyone using a gap closer / duration)
- Morph1: Indomitable Guard (+CC immunity / duration)
- Morph2: Aggressive Guard (+ increased auto-damage and chance to disorient)
• Stalwart Defense (physical resistance buff, weapon damage buff)
- Morph1: Stalwart Resistance (+ spell resistance buff, CC resistance chance)
- Morph2: Indomitable Defense (+ heal over time, removes one DoT effect)
Passives:
• Piercing Pike: increases damage bonus for critical and damage against blocking targets
• Balanced Polearm: reduces the cost of polearm abilities
• Pike Wall: increases block against melee attacks
• Melee Training: reduces the half-damage range to 40%/25%
• Impale: gives chance to cause extra bleed DoT on any polearm strike/skill
Brawling
Uses either fists, or weapons like brass knuckles, punch daggers, spiked knuckles, cesti, sap-hardened bandages dipped in broken glass, etc. depending on racial style; doing half of dagger damage with those weapons, or 20% with fists - this skill line is not supposed to be competitive with "proper weapons" on its own, but might make an interesting addition to ESO nonetheless, possibly even because of this handicap (not like there aren't enough class/guild skills to make up for it in any case). Quick jab light attack, long wind-up haymaker punch as heavy attack.
Skills:
• Grapple Hold (immobilize, channeled, interruptible - much like the wolf)
- Morph1: Sleeper Hold (+ disorient after hold ends/broken)
- Morph2: Strangle Hold (+ low DoT while in hold)
• Stomp Kick (kick to the leg, minor damage & snare)
- Morph1: Boot to the Knee (+ immobilize for short duration, then long snare)
- Morph2: Leg Sweep (+ knockdown, then snare)
• Dirt Throw (grab dirt from pouch, throw in eyes, blind target/duration)
- Morph1: Salt Throw (+ interrupts spellcasting)
- Morph2: Dust Throw (+ miss chance/duration after blind ends)
• Knee Strike (knee below the belt, extra-short range, low damage & stun)
- Morph1: Low Kick (+normal range, disorient after stun)
- Morph2: Dirty Kick (+normal range, double stun duration if used against male characters)
• Bull Rush (gap closer, does minor damage and some pushback)
- Morph1: Lariat (knockdown instead of pushback)
- Morph2: Drop Kick (knockdown & pushback, but attacker knocked down as well)
Passives:
• Fighting Spirit: gain increased stamina regeneration if brawling ability is slotted
• Pugilist: reduces the cost of brawling abilities
• Heavy Handed: increase damage with brawling attacks/abilities
• Toughness: gain resistance chance against CC abilities
• Martial Artist: gain basic dodge chance against melee attacks only
One Handed and Ranged
Uses a weapon in one hand and a throwing weapon in the other (offhand options for javelins, throwing knives, shuriken, throwing axes, throwing spikes, throwing irons, boomerangs, kunai, etc.), borrowing the first two skills from One-handed and Shield, then diverging in abilities; throwing attacks might be shorter ranged compared to bow or staff attacks, but could have an increased critical damage modifier…
Skills:
• Puncture (attack + taunt + reduce armor)
- Morph1: Ransack (+ increase own armor)
- Morph2: Pierce Armor (+ reduce spell resistance)
• Low Slash (attack + snare + reduce damage)
- Morph1: Deep Slash (+ hits additional targets)
- Morph2: Heroic Slash (+ generates ultimate)
• Piercing Throw (ranged attack with knockback)
- Morph1: Piercing Hurl (+additional damage / range from target)
- Morph2: Vicious Throw (+knockdown instead of knockback)
• Triple Volley (three throwing attacks at one or more targets, quick-channeled-ish)
- Morph1: Quintuple Volley (five attacks)
- Morph2: Triple Ripple (+ bleed DoT, increased duration if multiple hit same target)
• Crippling Throw (ranged attack with snare)
- Morph1: Crippling Volley (+ AoE cone)
- Morph2: Impaling Throw (+ bleed DoT)
Passives:
• Strong-arm: increase weapon damage and thrown attack range
• Swashbuckling: reduces the cost of one-handed and ranged abilities
• Bullseye: increases the critical chance of thrown attacks
• Coup de Grace: extra damage from 1H&R abilities to low health opponents
• Duelist: extra effect depending on main hand weapon (like for Dual Wield)
One Handed and Magic
Uses your usual average melee weapon in the main hand, and a destruction wand/runestone as offhand for a mix of magically charged melee strikes and elemental mid-range and AoE attacks or effects, all skills cost half-half stamina & magicka unless otherwise noted, and heavy attacks restore half-half stamina and magicka
Skills:
• Imbued Strike (charge weapon with magic, strike with weapon + extra elemental damage)
- Morph1: Imbued Slash (+ extra bleed DoT)
- Morph2: Empowered Strike (+ extra elemental effect, depending on type)
• Elemental Slash (weapon slash with extra magic short-range elemental cone AoE attack)
- Morph1: Elemental Wave (AoE increases to 180° front arc)
- Morph2: Elemental Burst (Cone doubles in range, but narrows in arc)
• Elemental Bolt (mid-range single target attack, damage & elemental effect, magicka only)
- Morph1: Elemental Blast (+ AoE damage explosion on hit)
- Morph2: Elemental Volley (fires up to three projectiles, like Reflective Light)
• Mystic Mark (reduced weapon damage, vulnerability to 1H&M attacks, prevents stealth)
- Morph1: Mystic Curse (+ elemental DoT, DoT duration reset for every new 1H&M hit)
- Morph2: Crippling Mark (+ snare, duration reset for every new 1H%M hit)
• Power Ward (damage shield, strength depending on total health, magicka only)
- Morph1: Elemental Ward (+ halve elemental shield type damage)
- Morph2: Power Shield (+ chance to reflect ranged attacks)
Passives:
• Close Combat: elemental effects gain bonus damage the lower the range
• Spellblade: reduces the cost of one-handed & magic abilities
• Magicka Handler: blocking a spell attack will restore magicka
• Battlemage: light & medium armor resource bonus changed to ¾/¼ and ½/½ stamina/magicka
• Warcaster: restores magicka and stamina on killing an enemy with a 1H&M ability
In addition to those new skill lines, there are also a few more weapons that would fit right in with existing skill lines in some way… like…
Crossbows - could be added as alternate weapon to the Bow skill line as is (Maybe rename that one a bit… "Marksmanship", anyone?) Possibly with some tweaks… like perhaps increased armor penetration compared to bows, but a "reload time" after each shot? Possibly also changing the bows poison effects to disease for a bit difference in flavor…
Slings - another possible addition to the Bow skill line, firing heavy lead bullets, perhaps a bit shorter in range, but with some added effect to balance… again, the bows poison effects could be switched to a fire DoT, due to enchanted sling bullets (clay bullets that break open releasing volatile alchemical ingredients? Something like that…)
Flails - could be an additional option for one-handed and two-handed weapons, though I am not so sure about how well they would animate I suppose… but if there were no technical difficulties, they could be done for an block-penetration effect, balanced by some drawback… possibly increased stamina costs (since it might take more strength to control such without hitting yourself) or maybe even a small chance to hit yourself on the backswing for each strike… this might include other "flexible" weapons such as Whips, Nunchakus, Urumi, etc.
Alternate Staves - we have fire, ice and shock as well as healing, but who here wouldn't want more? Cyan "coldfire" destruction staves (fire effect visuals in cyan, but ice effect status and damage), purple "warlock" destro staves (pure magic damage, shock effect status), green acid destro staves (fire status effects, poison damage), or red blood magic healing staves (less damage, but as lifedrain)
Spell Foci - I always felt vexed my casters have to have staves to cast their castyness, I want another option! My idea would be a "Spell Focus" as alternate destruction/restoration magic weapon, that used the exactly same stats, but had different visuals... it would be held in the left hand, with the right making mystic gestures above it for casting, and depending on racial style it could be stuff like holy symbols, ornate spellbooks, meditation crystals, gemmed skulls, shaman rattles, gilded scepters, etc. Naturally both in the classic flavors, and the alternate flavors I mentioned above... and these things would make -perfect- additions to a possible Jewelry crafting skill line...
Subduing Weapons - a derivation of bare-knuckled brawling, if they ever make a "unarmed" combat system for non-lethal barroom brawls (which are a classic cliché in every fantasy setting) there could also be less then lethal weapons for other skill lines. A small truncheon for one-handed, or a larger club for two-handed skills, or an stun-staff for mages (sorry, no boxing glove arrows, for one that is DC copyright I would think, for another it is silly…).
These could also include “improvised” weapons of some sort… a frying pan, a broomstick, a coin purse, a candlestick, a chair leg, a belaying pin… might be interesting for some special "no weapon" areas quest thing - go in unarmed, find your improvised weapons there…