holding an attackk should 'charge' it...longer it's held the more power it delivers.

attack power should decrease if you're moving...ie you need to be set to deliver a full power swing.

attacks to different parts of the body should have different affects (besides just damage)

weapons should have different affects when hit to different parts of the body.

successful defensive measures (ie. a parry or dodge) shoudl have an adverse affect on the attcker...ie. balance loss for a dodge, big stam hit for a parry

stats need to have some play in combat abilities...ie. str = combat damage, agi = swing speed, etc.

armors need to have str's and weaknesses...heavy armor shouldnt be 'the best'...it shoudl be the best vs. a certain type/range of weaponry...or it shoudl restrict abilities...ie. heavy armor reduces weapon speed.

positional attacks...flanking, attacking form the rear, should have additional benefit/affect.

the list goes on and on.