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after some testing, ranger and alchemists both are good, dont like duelists too much, beasmaster is good early but later on is just ok.
Admittedly, I'm unsure whether doing this will pro-actively increase the difficulty moving into Chapter III as a responsive action(about to find out); or, if doing so will make Chapter III easier. What I do know - as is - The game already matches you Feat for Feat, so even in Chapter II, all upgrades are also reflective upon the Enemy Units. Every Point of HP, they gain: the enemy gains; and every point of Armor you gain, the enemy gains, etc.
Otherwise - Your mention of Weapons.
* I'd argue that Upgrading Maces (1Handed) is also a very valuable, as it's an easy method of removing armor which allows other weapons like Bows, to deal more damage. Which also has a higher ACC than it's 2Handed variant.
* I'd also argue your disinterest in upgrading Hatchets/Axes;
- Upgrading the Axe increases ACC, which in turn helps lands the Bleed Skills. It's also the strongest 1H in terms of Slashing Damage.
- In the hands of a Duelist, turning around a Target to disengage someone from a potential AoP, and/or then forcing them to Duel (provided with the right Perks so they're more "Weapon Master" and less "Scoundrel"), you create an Alt-Tank that's able to Dodge+Riposte reliably to pin down individual Units/Targets you don't want moving around.
- In the hands of a Beastmaster, proper positioning pays off when in combination of a Beast + Master setup (again, provided you Built their Talents differently); where, forcing them to turn, opening their Back/Flank to the Animal, increases the Animals ACC,(and I think crit?).
* The reason of placing Daggers + Dirk as a Set Combination is because it will increase the Reflex% and Crit%.
* Consideration of Weapon Combinations in this Game comes down to two factors;
- Stat Allocation; if you want a Shieldbro for someone with bulky Willpower that'll take a beating, or if you want a glass cannon with much higher chances of landing crits. Again, each Weapon and Set shifts the Stats.
- How you want to Build that Companion, and their purpose in your formation; regarding the Skills they learn from the Weapon themselves.
(eg. Running a Duelist with a Mace and Shield, to increase their Willpower to the point they can shrug off a lot of Debuffs and act as a Frontline Tank by also improving/regaining Armor Points, should you want to pair them a Crusader that's more intended to act as a heavy DPS) etc.
Honestly; use whatever works best for you. The combat system in this game, while it can be buggy, has some solid depth to it.
My point was not that these weapons were useless, but that you could safely skip them to focus on getting the things you need more.
I think enemy progression is tied to time spent, and not to your upgrades (which would make delaying chapter 3 weaker, as it deprives you of unique weapons and master craftsmen).