Nah, i think you can do what you want as long as you tell us we should be at least this level to have a chance to survive with some tactics '>
I literally mean small PCs, like gnomes and halflings '> Not low level PCs.
One thing to note about the weapon modifications being discussed here is that they were made in an environment in which no enemies had immunity to crits or a particular immunity to slashing/piercing damage, which means that without them there would almost never have been any advantage in using any weapons other than the kukri, rapier or scimitar. Seems like that could be a significant factor is assessing its merits.
To some degree, though the point about a longsword being 15% better than longsword at levels 1-4 or something for a strength fighter and then possibly like 2% better at higher levels still stands everywhere. Or that, if we're worried about dex characters on foes immune to sneak attacks, a rogue with 10 strength and a dagger versus a shortsword will see 2.5 vs 3.5 damage (short sword is 40% better). Even assuming +2 weapons we'd get 5.5/4.5 = 22% bonus for shortsword.
On top of all of that, even with crit immune creatures in existence it's still effectively better to use a scimitar over a longsword since worst case you lose 1 damage and typical case you gain about 11.5% damage (without even being a weapon master).
But yes, dex characters will always be able to sneak attack and/or they'll have much higher defense (more AC/reflex) to make up for the lack of damage.
one final thought on the scaling: daggers per your last example deal half the damage of a greatsword. as a str based figher. without EWS the difference becomes larger. and a dexer would lack even more damage. on a crit/sneak immune enemy this is a massive difference.
As mentioned, no foes are crit/sneak immune. Long story short (and happy to discuss this if you want) I don't see a reason to cripple primary class features versus foes. I'd probably be able to live with rogues doing like 20-25% less damage versus sneak immune foes or something but not doing 80%+ less damage.
I guess what I'm saying is that larger and stronger has always been a clear advantage in melee, which I think is why you see the favored classes setup the way they are.
We tend to ignore a lot of things like that to make better gameplay, though, and I'm wondering if this should be one of them. Should race actually be a strong determination of what class you can pick or should it be a flavor/story/RP thing -- especially given that we're talking things like 10-15% combat bonuses on multiple fronts, not 1-2% or something?