It's a little hard to formulate this idea, but I believe weapons should have a unique trait (not only moveset) that differ them from others.
Bow and throw daggers are pretty unique, but for melees just feel tweaks on damage and attack speed numbers. They all have melee combo, heavy attack and throw.
Same with magic weapons, which is just ranged combo, heavy charge, aimed heavy charge. Staves and gloves should be and feel different. Same for all melees.
Here are some suggestions, but they're not the core of the problem I see (focus on the first 3 paragraphs)
- Great swords
Change throw to a charged heavy slam to the ground, that knocks down who is in the middle, and does some damage around. Damage and area increases with charging - Long swords
Instead of a throw, a spin swing with a quick time (similar to perfect throw) that let's you upkeep the spin - Polearms
Instead of a swing on heavy, could be a mid-range stab with good stagger and chance to knock down
-Shield
Change shield throw to a frontal block and a shield charge, running with shield, dealing small damage some stagger and chance to knock down - Short blades
Should be split into dual blades and daggers.
Dual blades could have, instead of throw, a combo of heavy attacks that does not charge, but similar to perfect shot, hitting the perfect time allows another hit, until failure
Daggers could be instead of a heavy attack (keep throw) a quick hit, low damage, high stagger with chance to knock down
I know this idea brings new problems, cause some mechanics requires player to have a ranged weapon, such as the bear quest and the moaners, but it could be solved for the moaners by adding a damaging spot somewhere that brings it down so you can hit the 'eyes'. For the bear quest, it would be necessary to re-design it or add a collectable nearby that can be thrown.
Ultimately, not my main point, I'd also suggest that any class of weapon could be primary and secondary, letting players decide how to loadout.