Thank you for your great work. The mod makes the experience of playing DF much more enjoyable.
Glad to hear!
For inspiration you could search videos 'Fantasy Re-Armed', this will give you ome ideas about weapon sets for every civ in game.
Watched those some time ago
Unfortunately, though, many of the realistic conventions Shad points out do not apply in DF, while some other things come into play. For instance, the whole elf question revolves around them only having random wood instead of metal, which pretty much downgrades their damage to zero - so I've turned them all into fast supporting units, while the heavy lifting is done by their pets. I did amplify their extra-skillfulness in the optional combat boost, but with wood weapons it's just not enough.
Another good example of such divergence is how the game handles armor and shields. Unless taken to the extreme, armor thickness does not matter in the game's combat, while weight scales rapidly with the size, which means smaller races get armor that is just as protective, but much lighter than that used by larger races. On the oppostite end, shields have a fixed volume and blockchance, meaning their protection scales with the user, while their weight does not, which is beneficial for larger races. The opposite of realism perspective.
Meanwhile, I've had to make sure that dwarves have access to a wide enough variety of equipment to allow the player to pick their own style. Same for kobolds, to give a feeling of mix-and-match stolen weapons they're supposed to use from lore perspective.
And then there's the problem of how non-player armies mix and randomize equipment, but that I was able to partially resolve through the "tactical civs" thing. And yeah, I'll likely make them even more thematic in the future, like giving more of an Isengard flavor to goblin pike-and-shot civ.