May I say that it is likely the average player will vote to buff their most used playstyle and nerf their natural counter. I don't see how this will give you any accurate data, but welcome the chance to offer honest feedback nonetheless.
I didn't do this. I didn't vote to nerf anything at all, actually. I voted to buff the following, which I feel were overnerfed in various ways: Two Handers, Throwing, Crossbows, and Shields.Extended explanations of each to follow:
Two Handers - Essentially, the role they are meant to fill is that of shock troops, meant to do great damage at long melee range. With the recent nerf to 2h swords thrust damage, I don't think they fill that role well. I did some quick comparing of stats between 1h and 2h, and currently 1h sword thrusts do more damage than a larger, 2 handed weapons thrust. The BEST thrusting weapons from both the 1h and 2h categories are, respectively, the Espada Eslavona, and the German greatsword. If each are heirloomed 3x, the espada does 32 pierce, while the german greatsword does only 27. This is a fairly significant difference in thrust damage, considering that the role of the two hander is to do more damage with longer reach than 1 handers, giving up the defensive benefit of a shield. Additionally, many of the specialty weapons that two-handers had have been nerfed and/or reclassed into something different. Pretty much all of the crush-through weapons have lost crush-through, with the exception of the very slow hammers, which have also been nerfed in weight. The only crush-through weapons left don't crush through often, and are not really good weapon options at the moment due to slow speeds, 2 slots, high weight(slows you down), unbalanced, and unreliable crushthrough. Some weapons, such as the bar mace, long iron mace, etc, have completely lost crushthrough, when a better option, in my opinion, would have been to simply lower their weight. Additionally, many of these weapons base damage has been nerfed on top of their losing a core component of their utility. All of this while maintaining the "unbalanced" flag makes these weapons a sucker's choice, imo.
Throwing was nerfed into uselessness. None of the throwing weapons that do decent damage are feasible to use without being a dedicated thrower. Even the ones that DO have "decent damage" don't kill people who aren't already hurt. A dedicated thrower doesn't get enough ammo to make any significant impact on a battle. Since this last patch, on a server with 100 people, I might see 2 throwers, and they don't do well. Even as a sidearm, it's not really very good, using the smaller throwing weapons. For instance, having power throw 2 and using snowflakes or war darts, the accuracy is still utter crap with 130 wpf in throwing, and when you DO hit, it doesn't really hurt much. There is absolutely no reason outside of style, at this point, to take any ranged weapon other than archery, which is currently in a good place, I think.
Most crossbows are actually in a fairly good place damage-wise, but I don't think the heavy xbow should take 2 slots. I'm on the fence as far as the arbalest goes. Having had a masterwork arbalest and 2x heirloomed bolts prior to the heirloom reset, I can comfortably say that the arbalest doesn't one-shot people with any regularity at the moment. It is also painfully slow to reload even with 155 wpf in xbows. Since that is the case, and you will likely have to shoot someone twice, or finish them off in melee, it makes little sense to use an arbalest or heavy xbow currently. You will get the same 2-shot result with a normal or light xbow most of the time, and be able to carry a 1h+shield, or a 2 slot weapon for melee. My suggested changes would be to make the heavy xbow take up 1 slot, keeping it's damage as it is now, and buff the damage of the sniper xbow to make it more likely to one-shot if you are going to keep the 10 second reload and 2 slot(3 with ammo) requirement. This solution makes heavy xbow useful still as a sidearm, and allows the "arbalest" to be a valid option for dedicated xbowmen.
Shields were recently nerfed to get less HP from heirlooms. Personally, I think this nerf was unnecessary and only caused by the overnerfing of the 2 handers anti-shield toolbox. If 2 handers are fixed, and damage of 2 handers balanced against 1 handers(of which 2 handers should have higher damage across the board than 1h) I believe this nerf could be reverted without shields being "OP". A shield is supposed to be the primary advantage of being a 1h user. As long as there are a good number of anti-shield options available, and 1 handers do notably less damage than 2h or polearms(no shield), then it is not a problem to allow some shields to be fairly resiliant, and resistant to breakage.
So anyhow, thats my 45 cents. If you managed to read my opinion on all of it, I thank you. I know I am a bit long-winded.