Interesting stuff!
I would not want a charge ability, if only because I saw (even with a long cooldown) what having a sprint did in war of the roses. You basically had the same combat but you had to keep shift pressed down to have really long attack ranges and you were swooping around like fighter planes. I think having it there you'd end up saving it for a fight and doing some sort of charge spin around behind your back move every 40 sec, then go defensive till it was back up again. Sort of a similar argument used to not have stamina.
I think however you can do what some other games have done and have a pursuit mechanic. Where if you are in someone's wake while they are running away you get a speed boost to catch up with them. That way, you can run away a little bit, because you ought to be able to run away, but you can't just keep doing it to the point of being annoying and not having them nipping on your heels. I think that gives off the best of both worlds there.
For the armor, that is an important point. One of the things war of the roses failed at is having good armor values. When you had starter weapons and someone had plate on, you could only damage them with thrust attacks for pierce damage. It sucked because now you can't use your directional attacks and are stuck doing a telegraphed move that is easily blocked, otherwise you are hitting for next to no damage and that just isn't fun.
I know there was always the idea of heavy armor creating slow movement but I believe that was an early beta change where people didn't pick heavy armor because it was too slow and they were getting kited. I actually really like the current warband movement speeds, heavy armor still used to throw me off since I didn't have it on that much, it was enough to mess you up in combat so you'd feel the affect, but not enough that you can be kited.
I really like rich's idea in having specialized weapons for situations. I think it is a really interesting option as an archer to choose a pierce/blunt weapon that isn't as effective yet will help with heavy armor if you know you are up against it, vs picking a light and fast weapon that will be better to duel with but will struggle with heavy armor. Obviously those numbers need to be tweaked out and a really good point that the trade off weapon shouldn't be garbage, just disadvantaged.
If there is one thing learned from the first planetside is that you can get more powerful by just having versatility and not a bigger power spike. If i have both the piercing weapon and slashing weapon I am prepared for more situations, so that is a pretty key balance thing to think about.
One other thing to consider is that IMHO weapon length is one of the most important stats. It gives you auto initiative (+first strike stat!
)because you can theoretically hit first so you get to open with feints and decide things, and can back out and play at range / kite more. It doesn't leave a lot of room for number tweaking.
Anyway, good stuff.