In answer to Nathaniel Chapman's post:
I think that given limited resources and time, alot of weapon types are far more important than alot of animations. Completely.
There are loads of reasons, including the deities' favoured weapons from DnD that would make lots of characters likely to choose certain weapons, that very often and unfortunately didn't make it to the game.
Weapons such as Scourges and Spiked Gauntlets. One-handed spears and even throwing spears like Javelins and such.
However, even more important that creating alot of starting weapon types or animations, it would be awesome if you developers created some cool support in the game's engine for later additions of animations and weapon types, spells, etc... all kinds of stuff, so that you can, later on, with patches, expansions and community contributions, make the game's quality skyrocket.
In the end, I must say that setting a good path towards the ultimate goal is more important that a good start.
Again, it's wonderful to be able to be unique in many ways, like limping, being a left handed fighter (I think this one is easy), having only one arm, leg (pirates) and other animations like the way you stand, walk, etc. Support for changes to that, based on race, class, etc, would contribute for a much richer environment, in all terms, specially roleplay.