Somehow, I feel unarmed combat can become too powerful too easy. I was playing around with the following:
Take a warrior with average (35) starting characteristics, and focus on the melee talent tree. I now go for WS50, S50, crushing blow and furious assault talents (at rank 3, including prereqs this is 3900 xp). As I see it, this should be a character who can deal with novice opponents easily, but not all-powerful.
My unarmed attack profile is now as follows:
damage: 1d5+5, RoF = 3.
This doesn't seem too powerful, but with crushing blow I can opt to lower RoF by 1 for Sb extra damage:
damage: 1d5+10, RoF = 2.
Now, I take the called shot action. As precise blows is prereq to furious assault, My RoA is capped at 2 (instead of the usual 1). If I manage to score 2 hits on my next attack, I can combine them into 1 hit (due to furious assault) with (effectively) 2d5+20 damage. Also, because of crippling strike, the attack counts as +5 on the damage table, so effectively 2d5+25. (for every extra point of Sb, this increases by 4)
This is an unarmed attack. Because fighting unarmed is just another weapon profile, and not a "special" attack (as it was in DH1) this has suddenly become extremely deadly.
Note 1: I've got nothing against deadly unarmed combat. This just seems a little too easy.
Note 2: The same with a sword doesn't become much deadlier, except that the 2d5 becomes 2d10. (average 30 damage to average 35) besides, with a sword you need A60 or WS60 (after the errata) to achieve the same RoF (actually, from here, WS60 is not that hard to get; one of the reasons I don't like the change to sword RoF).
I've been thinking about what to do about it this. I think the difference between unarmed and armed should be bigger, and I don't think it should be THAT easy to kill someone outright.
I propose the following, basically borrowed from DH1:
Scale the damage on unarmed down, for example to 1d5+Sb-2.
Impose an attack penalty of (say) -20 for attacking unarmed vs. armed.
There could be (separate) talents for lifting the penalty / improving the damage of unarmed attacks. Not too cheap, I think.
My second (already briefly mentioned) and related point is that I think WSb-3 is too powerful as RoF for swords. With the above combination, I'll never consider using something different again (well, as a melee fighter) - if you go for melee, improving WS and S makes sense in any case, and taking these talents to go with it is not very expensive. With a sword and WS60, you'd get 2d10+27 damage on a succesful hit (with 2 degrees of success). it's not impossible to defend against, but for something which will kill even a master in one hit it is just too easy to get and takes only 2 AP (add penetration 8 to that with a power sword, but otherwise it's the same).
Changing it back to Ab-3 might make Agility an all-important stat again, but since you can have either Agility or WS cheap, at least it's going to cost some serious xp to do so (definitely possible - just not extremely cheap anymore)