Well first off, I have some ideas for combat:
The attack type menu is already full, so I suggest separating the attacks into the following groups:
1. Unarmed
2. Sword
3. Axe
4. Bow
5. Special
Then, give each weapon class differing abilities, my suggestions are:
Unarmed - quick but weak attacks.
1. Punch
2. Impact: Requires 1 free hand, Ignore 1/3 of enemy armor, 2x cool-down time.
3. Strangle
4. Punch Rush: Requires 2 initiative + 2 free hands, the unarmed equivalent of storm of swords.
5. Body Blow: Requires 3 Initiative, Increased success rate and damage, gain 3 combat advantage.
6. Roundhouse Kick (BE THE LEGEND): Requires 4 initiative, 3x normal damage, high success rate, ignore 1/2 enemy armor.
Sword - balanced offense
1. Sting
2. Stab: ignore 1/3 enemy armor, 2x cool-down time
3. Storm of swords
4. Blitz: Requires 2 initiative, Increased damage and success rate, increase combat advantage by 2 and increase battle intensity by 5.
5. Impale: Requires 3 initiative, Increased damage and success rate, ignore 1/2 enemy armor.
6. Valorious strike
Axe - Slow, but devastating attacks
1. Chop
2. Crush: Ignore 1/3 enemy armor, 2x cool-down time
3. Sunder: Requires 2 initiative, increased damage and success rate, increase combat advantage by 2 and decrease battle intensity by 5.
4. Helm Splitter: Requires 3 initiative, ignore 2/3 enemy armor, increased success rate.
5. Cleave
6. Valorious Strike
Bow - Attack from afar
1. Arrow Shot
2. Piercing Shot: Ignore 1/3 enemy armor, 2x cool-down time
3. Pin: Requires combat intensity less than 5, normal damage, reduce enemy speed to walk for 4 seconds and increase combat intensity by 2 on a success.
4. Triple star: Requires 1 initiative, fires a 3 arrows rapidly. (From my experience, It's harder for archers to gain initiative, and arrows DO run out.)
5. Drill Shot: Requires 2 initiative, increased damage and success rate, ignore 1/2 enemy armor.
6. Head Hunter: Requires 3 initiative, 2x damage, increased success rate, only factor in enemy head armor.
Special: Attack maneuvers like "Consume the flames" go here.
New defense maneuvers:
Martial Trance: Requires 2 free hands, 75% dodge rate, -25% cool-down time.
Counter: Requires sword or axe, 50% dodge rate, -25% cool-down time.
Strafe: 33% normal dodge rate, can attack with ranged weapons when moving, but movement is limited to walk or slower. (Might be hard to code.)
Some attacks might need balancing, but I'll leave that up to you.
New items:
Seed bag:
Requires 2 leather, 1 yarn, 1 linen, 2-slot item, holds 40 seeds. (Hovering over the item with the cursor will reveal what type and how many seeds).
When wearing a seed bag (Waist or cloak slot hopefully), right clicking on an empty farm plot will make a menu appear - "Plant Flax", "Plant wheat", etc.
R-clicking on a seed bag in the inventory will make a menu appear - "Remove wheat seeds", "Remove Hemp seeds" etc.
Satchel:
Requires 6 leather, 2 yarn, 2 linen, 4-slot item, holds up to 40(?) of any combination of the following: Branches, Rocks, Bones, Clay (Hover over the item to see what's in it)
Holding it on the cursor and r-clicking on an item that can use branches as fuel (Ovens, crucibles, kilns) will allow you to fuel them 1 branch at a time.
Using it on kilns will also allow the option "Fill with clay".
R-clicking on the satchel when in the inventory will allow you to "Remove clay" "Remove branch" etc.
Ore Satchel - Like the above, but only for ore. Holding it on the cursor and r-clicking a smelter will allow the option "Fill with ore".
Hunter's pack: Same as the above items, but only for meat and intestines.
I'm also wondering if the quiver can also be made to be equipped on the cloak slot or not-yet-implemented waist slot.
Also: A new type of ranged attack, throwing weapons. (Thus, marksman type skill)
Throwing a weapon requires one free hand.
1. Rock - a rock, 1 base damage.
2. Throwing knives, 8 knives from 1 cast iron and 1 block of wood. 3 base damage.
3. Throwing axe, 4 axes from 1 cast iron and 1 block of wood. 5 base damage.
Ammunition pouch: 4 Leather, holds up to 40 of any combination of the above items. 2-slot horizontal, takes the same slot as a quiver.