Essentially, some Feats that aren’t yet implemented but would not only make sense for a skillset to have but also wouldn’t have too large an impact on balance, due to the nature of preferred targeting and most effective target neutralization (AKA phat crits).
The primary example I will use here is Whirlwind Attack.
While a high level feat and certainly useful in pen and paper encounters, the more action oriented approach and overall higher numbers in NWN and this server, Whirlwind Attack tends to fall to the wayside and is often used in the base game just to get prestige classes that require it.
However.
The server’s unique approach to leveling removes the opportunity cost of Whirlwind attack (4 feats) and can help differentiate weapon types and give advantages to one over another in a given situation (Manbrolarian Swarms).
So for this example, I believe Lightsabers and Twin Blades would benefit greatly from Whirlwind attack without greatly impacting the balance between all weapon types.
It preserves the power fantasy of Lightsabers, Saberstaffs, and Twinblades - The Maul-esque standard of one against many - without making them more powerful in scenarios where the most tends to be at stake - Personal duels, a singular overwhelming enemy, or spread out tactical engagements.
Using specifically Twinblade, Whirlwind Attack is first learned in Twinblade as a weapon exclusive at rank 15 - Around the time you’ll be moving onto the Mandalorian base in the current iteration of the module. You must use Twinblades to use this perk of Whirlwind. At rank 35 the next perk is Improved Whirlwind, and at rank 60 you gain them both regardless of melee weapon used - For those who use multiple weapons, your prior training and experience in Twinblade transfers in that regard.
Ideally all the weapons should be able to stand shoulder to shoulder with one another, however in practice, this relies heavily on the AB/AC/Damage/HP cornerstones to the game’s combat system. “Low impact” laterals that provide more options without vertically shifting the player up in regards to the four cornerstones can help carve out a niche for the weapontype as well as provide a little more interaction than a 5 minute cooldown button.