Blades vs Clubs
- "Best" big weapon, concealability not a factor: Combat Axe, which has +2P when compared to Staff.
- For easily concealable weapons, they seem to tie. If Forearm Snap Blades are included (I'm not sure where they'd fit on concealability table) and if they have the same concealability, they would trump clubs.
- For a "weak" character trying to deal lots of melee damage, hauling a Combat Axe around would still be a reasonable source. A 3 STR character would still be dealing 6P with the axe vs 6S(e) for the stun baton (granted I don't know how much more "awesome" electricity damage is off the top of my head, but I doubt it's anything special in this case).
- Only way I see Clubs coming to the forefront is in the improvised weapon department. But if you're a shadowrunner with no weapon at hand, you're pretty screwed anyway.
- Though, price seems to be cheaper for clubs. Either way, taking Exotic Weapon(Super Soakers) would be cheaper too (nuyen-wise), but I don't think they'd be as practical as Pistols.
Blades
- Combat Axe vs Katana: why would anyone take a katana? They are both two-handed blades, not easy to conceal. Axe does more damage. Axe has more reach. Axe is cheaper.
- Katana vs Monofilament Sword: They're same thing!! Mono seems cheaper and makes no explicit mention of "two-handedness" in its description.
- Sword: Assuming the Monofilament Sword is supposed to be used two-handed, this one is fairly reasonable and fills a niche. Though it doesn't get the -1 AP, it can be used one-handed.
- Knife vs Combat Knife: Why would anyone get a crappy kitchen knife when you can get one with a GPS device on it for 30n more? Not to mention the AP bonus.
Exotic Melee Weapons
- No problem so far with Pole Arms. It fills a different niche, but it seems a little underpowered vs the cheaper Combat Axe, especially with needing to take a brand new skill (+2P for axe or -1 AP for polearm).
- I'm not going to even touch the Monofilament Whip. (okay, okay... available at character gen?!)
Unarmed
- Shock Glove: Seems fine, I suppose.
As I found most of the ranged weapons seemed to be fairly in balance with other, this melee section fell well short of my expectations. Maybe you could blame it on the lack of melee weapon stats to differentiate, but I think it could have been better. Ex. monowire piercing weapons (monorapier!) that deal mediocre damage but high AP, or some brass knuckles to augment unarmed combat (drawback being they're illegal? I don't know

If I made a mistake or you have anything to add (or maybe just agree with me!), thanks for your comments.