I like the idea of different weapons being suitable for different parts of the fight. That adds flavor. I would say you should consider different fighting styles in the way you have for monks. Anything that takes the players away from, "I attack again, I roll my die, I hit, I do this much damage, my turn is done" as opposed to, "I lunge forward in the dragon form, smashing my shield into the intervening goblins face to knock him aside, then plunge my glowing blade deep into chest of the orc behind him, driving him stumbling back into his companions while shouting, 'For The Light!'. So dragon form stance, lunge, shield bash, thrust and intimidate could be a preperation feat, 3 types of attack action and a reaction. Add as much flavor as you can to the mechanics of the combat and the fighters will come alive. So more weapons, more descriptions, more situations, more movement. Real melee combat is fluid and chaotic, not generally repetitive except in specialized situations. The feats and tactics of fighters should support that dynamism instead of encouraging them to stand in one place so they can make the most attacks to generate the most damage.