I just played 2 hours as twohander on duel server and there weren't any of the problems mentioned here.
In my experience, it wholly depends on the weapons you face; it's very common on some one-handers (Italian Sword, Long Espada Eslavona, Nordic Champion's Sword, for example), and weapons like the Morningstar, although there is an underlying problem (at least in my opinion) about effective weapon length.
After the big ghost range correction all weapons are exactly as long as their models...
In general, this is an undesirable way to model weapon length outside of people being completely naked. I'd assume that most armors are, in fact, not part of your skin. A gambeson should be at least 1-2 cm of thickness, not counting any of the heavier armors. The fact that you take full damage from being hit by the tip of a weapon that didn't penetrate more than 2-3 cm into your flesh is fairly unrealistic, unless HP is supposed to model pain tolerance.
There is no definitive way to "fix" it, because technically it isn't even a bug.
For the most part, ghost-reach complaints are about being hit by the near-invisible fast-moving tip of a weapon. Normalizing weapon length should actually be pretty easy. Taking off at least 2-3cm from each weapon would make it so the 'ghost-reach' essentially never happens. Ideally it would be 5-6cm so you can actually justify taking full damage from an attack that penetrates your armor, but I can understand why this wouldn't happen.
Picks having a length longer than the tip of their pick head is fairly stupid. I used the Military Pick for a long time, and got some stupid hits where the actual pick never hit my enemy, just the top of the model (where it's completely flat). Mace and axe weapons would ideally have their length reduced from the top of the head/ball (so you're actually hitting them with part of the head, and not sliding off their armor). A good example is the morningstar, where its length is calculated based on the top spike protruding from the ball. Getting hit by this shouldn't cause full damage, especially considering you only need to be hit by the very tip of it.
Another weapon that I feel really exemplifies the inadequacy of weapon length is the Bec de Corbin. Its length is calculated on the very top of the thrusting spike. This means that you get hit by full swinging piercing damage from a
tip slash. This would be a weapon that would benefit greatly from the proposed feature that changes the damage/type based on what part you hit the weapon with, in addition to normalizing effective weapon length; getting hit by a swing with the stabbing point would be cut damage, and not full pierce damage, and you'd actually have to penetrate a decent amount of the weapon into the person to cause said damage.