on topic, i think some weapons such as yanmaodao, grosses messer and the 0 slot maces are too strong to be 0 slots
same for one handed axe and the higher tier short swords
can ask balancers about their evaluation and address the issue when raylin's balance experiment is done
edit: same for coltellaccio and fighting pick imo
edit2: inb4 personal involvement bias; using some of these weapons myself as thrower/archer/xbow/hoplite sidearms
I have to disagree. When most of the 0slots past handaxe got introduced they already got a nerf for being 0 slot. Before that they followed the usual balance progression where they had overall weaker stats but were not completely outclassed by higher tier items. Especially for the 0slot maces, this balance progression does not apply anymore ever since the 0slot overhaul. Just take a look here:
The current archers favorite
spiked mace is completely outclassed by the
iberian mace, which has +1 speed on top of the +2 blunt, while having the same or negligable better stats in all the other categories. Even when compared to the hard hitting
iron mace which has +3 blunt and 0.7 more weight, they both share a speedrating of 97. The same principle holds true for the
flanged mace compared to the
winged mace etc.
About the grosses messer i am not so sure as well as in general I feel weapon reach is one of the most important weapon stats these days when people can S-key with at speed of light. I just dont see any need to nerf the melee capabilities of ranged classes on top of all the existing restrictions we already have when the main complaint always was about the ranged capabilities of ranged classes. Melee fighting is a skill based afterall and if you die against a subpar build, the enemy was simply better then you. No reason to nerf all the peoples inconvenience away again.