Yeah, it's definitely a long move, when written out. In play, though, it's been a nice back-and-forth, with only 3 components: player's statement of intent ("I kill it," or "I disarm him," or "I rush through them into the other room, wildly swinging my sword around") and then the enemy makes a choice, and then there's either the 10+ choice for the player, or the 7-9 choice for the GM (and by all means, try it out and tell me what works/doesn't work for you!).
So, here's the thing about turning weapon tags into actual mechanical modifiers and whatnot -- or rather, here's my argument against them. The AW rules are meant for "fiction-first" role-playing, right? And when you start modelling the differences between weapons with mechanical aspects instead of tags that describe the fiction, you're essentially providing players with a sense of the setting/game physics/experience of the characters by way of mechanics instead of through a description of the fiction. Like, you feel that reach weapons are more accurate than 2-handed weapons because of that +1/-1 modifier, not because this is a thing that is described in the fiction.
The ideal way I want to see an AW-derived game work is that you use all the tools you have in the fiction itself, the description, to set up advantages and disadvantages, and only when they set up a specific move do you go to moves and dice. The move provides a limited set of possible exits back into the fiction, and the dice narrow that down to a very slim window. Then you go through that window back into the fiction with whatever seems plausible based on both the original description and the outcome of the move.
And don't get me wrong, I could go on all day about designing the most elegant system that actually encourages the use of whatever weapons were actually popular in historical times and places, but I feel like that's something for a different system altogether. For me, the best place for the different merits of, say, spears vs. swords lies in the fiction, not so much in the mechanics, except maybe n-harm rating. If you have a sword and you're 50 feet away from a spearman you want to attack, well he has a reach weapon and should be able to just skewer you before you get close -- so you need to successfully go into danger (act under fire/defy danger) in order to close without getting skewered. And once you're in a position to attack, roll the move as normal.
(does all that make sense?)
So (obviously) do what's best for the game you want to play, but that's my pitch as to why I think you should by wary of attaching mechanical bits to weapons above and beyond harm ratings.
A1: Cool beans. I'm not using D&D-style hp either, so that's also my preference. I'm throwing conditions in too, so there's a fictional record of all your injuries and whatnot.
A2: Yeah, I saw your Conan hack, and I've read Slaine (years ago). What I mean is, why do you need two different hacks? Are they that different, in your mind? why not one heroic S&S game that has as much or as little supernatural stuff as players and MC want to put in?