It has a lot of room for improvement.
#1 thing I hate is that clicking attack while already in an attack animation, will queue up the next attack automatically. It just feels awful, and leads to unintended attacks and wasted stamina. Only let me start the next attack after the first has completed.
Stamina is depleted too quickly, and the cooldown between depleting stamina and it starting to regenerate is far too long - I don't think it should exist at all - your stamina was always regenerating in NMRiH1. Here, if you have more than one runner on you and you're alone, you're pretty much buggered. The push interrupts stamina regeneration too, and it buys you much less time than in the first game - there's little point in using it over swinging an additional time.
It means you unavoidably deplete your stamina, usually multiple times - and then have to wait for it to regenerate mid-combat - which just isn't fun to me.
Where in NMRiH1 you only ever fully ran out of stamina if you were over-extending yourself or being pushed very hard. As long as you were pacing yourself, taking short breaks between your swings, you could stay in the fight indefinitely. Pushing was also much less costly. The weapons also had widely varying stamina costs vs damage, which made them feel distinct.
I've tried the large wrench, tire iron, mallet and pipe. The pipe seemed the most reliable, if not about equal to tire iron + mallet. The large wrench didn't do anywhere near enough additional damage over any, to justify its higher stamina use and slower attack speed.
I also really don't like that I can't continue charging my charged attack, and that it's released automatically. Let me keep it wound up until I actually decide to swing. Make damage and stamina consumption scale with charge length.
All told - again, go with how it worked in NMRiH1 "but better". Current system feels trash.
Further reading: https://discord.com/channels/211900829307895819/1298378303962615880