I can't remember exactly how I ran it when I was GMing, but I think we went reach then speed. Reach gave you an opportunity attack on the way in, once past that it was dex + roll, modified by speed. Most of the high dex types went for fast weapons so they could get in a first strike, the lower dex ones went for slow but heavy weapons, 'cause if they survived the initial attack, they were going to deal a heap of damage.
We even had characters with long weapons (spears and polearms) behind the sword and shield fighting types, so they could take defensive advantage of the meat wall, oops, shield wall, yeah, that's what I meant, right, where was I? oh, yeah, in front of them.
Speed factors made sense. We had each weapon tagged with two numbers: reach, and initiative penalty (speed factor). It meant that people went for thrusting weapons or short weapons, so they could work together. It got intra-party coordination working well. Losing it, well, lost a lot of the flavor of the battles.
We even had characters with long weapons (spears and polearms) behind the sword and shield fighting types, so they could take defensive advantage of the meat wall, oops, shield wall, yeah, that's what I meant, right, where was I? oh, yeah, in front of them.
Speed factors made sense. We had each weapon tagged with two numbers: reach, and initiative penalty (speed factor). It meant that people went for thrusting weapons or short weapons, so they could work together. It got intra-party coordination working well. Losing it, well, lost a lot of the flavor of the battles.



