My issue with weapon proficiency is that the differences between each individual WPF point so marginal, that the difference between 130 and 140 WPF is neglibile with respect to human reflexes. In my opinion it would make more sense to implement a WPF system where there were fewer levels, say ranging from 0-10, [with a few extra levels for hypothetical but generally unused super-agility builds] Where each level is noticably faster than the next. I'm providing a HYPOTHETICAL way that this could be implemented but Do not focus all of your attention on the particular assignments I gave to each weapon mastery.
Weapon Proficiency Points
Level 1 = 1
Level 2 = 3
Level 3 = 5
Level 4 = 10
Level 5 = 16
Level 6 = 21
Level 7 = 28
Level 8 = 36
Level 9 = 45
Level 10 = 55
Level 11 = 66
Level 12 = 78
This just shows the number of WPF points [seen on the right] required to purchase one single level of Weapon proficiency.
I am thinking that level 6 or level 7 is your functional "115 WPF", where the weapon speed is where the stats suggest it would be. Supposing 7 was your '115', Level 8 would be noticably faster than that, level 9 noticably faster than that, and level 10+ is your extreme range.
The key is that for each level, especially levels 6-10, there is a noticable increase in speed, one which could potentially make a difference with respect to actual human reflexes.
As I said before this is an an example, but let's say a level 1 starts off with 3 free points. You could implement a system where the player gets 1 additional point every other level. So ignoring WM and agility, a level 30 gets 17 WM points and a level 31 gets 18, a level 33 gets 19, and a level 35 gets 20. I personally regard it as fair that a player who hypothetically
Level 1 = +4 [4 total]
Level 2 = +4 [8 total]
Level 3 = +4 [12 total]
Level 4 = +4 [16 total]
Level 5 = +5 [21 total]
Level 6 = +5 [26 total]
Level 7 = +5 [31 total]
Level 8 = +5 [36 total]
Level 9 = +6 [42 total]
Level 10 = +6 [48 total]
Level 11 = +6 [54 total]
Level 12 = +6 [60 total]