I dislike hiltslash because it makes fights look stupid. It's more effective to have your enemy be slightly behind your shoulder than in front of you, which is unrealistic. Hiltslashing should still work, but the damage should be reduced proportional to how early in the animation it hits.
I liken it to tennis; if you make contact with the ball in front of you, your racquet head speed is at a maximum and you impart a lot of energy to the ball. Sometimes you swing late with the ball close to you, and you don't get any depth on the shot. The cRPG implementation is the exact opposite of real-world physics.