There is one thing which some people seem to forget here:
Balance can never be achieved by leveling the deadliness of all weapons on the same "fitness value". All you would achieve is that all classes wield weapons which have the same chance to inflict damage. What you can not calculate, for example, are different skill requirements (is it equally difficult to master heavy lance, rus bow and greatsword?). Or does it contain also all the backhits your class is suffering from certain items? For example flamberge, pike and long maul are 3-slot weapons (I think?) and unsheathable, which has severe impact on your entire gameplay. And ultimatively, you should also take the class combinations of your enemies into account. Being a pikeman is really nice, but if for some odd reason cavalry becomes ultra unpopular, your class is worth less, because one if its main purposes has disappeared, and only supporting in melee is left. You can't balance this by a formula which calculates how good a weapon is in dishing out damage. Not at all.
And then there is this one factor which causes the biggest problem of balance in cRPG since the beginning of the game: battle game mode. The goal is to kill all enemies, and never mind how you balance it, a bow will always be more useful in accomplishing this goal than a steel pick, because latter doesn't allow you to kill every enemy possible, he first one does.
Just take a look at my post in the "lobbying" topic in the general forum, where I explain why infantry is the class which is complaining most, and why archers and cavalry are suffering the most nerfs in this process (careful! It's a bigger wall of text than this one here!). It's basically because of the same problem, that infantry is not made for battle mode. The game mode changes EVERYTHING! I don't know many topics where infantry player who are mainly playing siege complain about cavalry or archers a lot. The game mode works for them, as infantry is the best class to conquer a flag, and in difference to killing the last surviving horse crossbow it's a goal they can accomplish at all! Cavalry doesn't even try to complain about siege, because it's obvious the class is not made for that game mode at all, and most cav players don't even play it or do it only for the lulz, riding around on the battlements.
I say before we go on with the entire balance discussion, the devs first need to decide if they will complement or even better replace battle mode with conquest mode, with three capturable flags (and one player spawn nonetheless). The changes on class balance would be quite severe, and I could even imagine that it would create some room for buffs for cavalry and archers, who - in all honesty - are nerfed to ground and look horribly bad on the paper, because mechanical issues (concerning the "flexibility" of the different classes) were adressed by balance solutions (changing values, but leaving those problematic mechanics untouched). As this topic has the attention of the devs, I would like to use the chance and ask them on a final answer about the game mode matter. I think it could solve a lot of problems and open a lot of new possibilities, but again, it's only me, and I already suggested a lot of bullshit before, I admit. Things I would never dare to suggest nowadays.