Again, yea you would like to think so right?!
To me it’s all a part of the same concept of accurate medieval combat. We know there’s been compromises in relation to fun over authenticity etc. however it would be a massive oversight if these statistical identifiers weren’t also varied across weapon types.
So again, I’m going for a resounding yes here as well. And just spit balling here; the physics based system should facilitate objects having an actual mass or weight value. Which would relationally determine how easily or conversely difficult the object was to wield. Range simply comes down to the objects overall length, or in actual ranged combat sense like Archery it’s dependant on the poundage of the bow, the types of arrows, and external environmental conditions as well.
Obviously there’s RPG elements thrown in the mix here too (Henry’s own strength for example, or his level of training / experience with a certain weapon type) which theoretically would all contribute to an overall proficiency rating.
You’d like to think that a master swordsman could wield a sword in a fashion that was both faster, more accurate and precise than someone completely untrained (with some minor exceptions). I guess my point being that whilst the weapon contributes to those elements, it’s not the only defining value. And that ideally a number of different statistics would feed into this overall rating.
Sounds complex 