The 1H glancing is an old problem that has nothing to do with the weapon damage. It is a combination of tw othings:
1. The animation that makes you more prone to hitting with the lower part of the weapon at short range. E.g., "extended arm" animation means that you hit an enemy who is standing on your toes with the hilt of the weapon. Another e.g., the angle between the arm and the blade: lets say the enemy is directly in front and the blade is aligned with your arm then you hit at a given point in the blade. Now if instead the animation has an angle between the blade and the arm (like in a slashing motion) it could hit either higher or lower along the blade depending on the fine details and the exact distance. It will be prone to variations in damage, especially on a short weapon, which leads to the second point:
2. Fast variation of damage along the length of the weapon (1 cm difference in hit location is more significant on a 70cm blade than on a 120cm blade. No to mention the much shorter daggers where this is a major issue). A discrete hit detection in the game engine makes this fluctuate more and in daggers this means more extreme full/minimum damage instead of smooth variations.
If this is at all possible with the new tools, I suggested in the fast to disable the damage variations on very short weapons, or alternatively, decrease the difference between max and min damage as a function of the weapon reach stat, such that shorter weapons suffer less relative penalty: e.g. if now it is between 0.1--1.0 of the damage for hilt--tip collision, it should be X--1.0 range where X is a function of the weapon reach stat.