For the sword-swinging adventurers of the world, you don't have to worry about spell selections. Your big choices in leveling are going to be feats, those precious resources that all-too-often give less than they ought to. Feats that add a bonus to something you can already do - what one might call "number feats," since they only make your numbers go up - are rarely worth it. While it's nice to be able to do something better, it's more important to be able to do something at all. The other option is "ability feats": those that give you more options in what you can do.
Asides from the more general combat maneuvers (tripping, disarming, sundering etc.) most ability feats are going to be hindered by specificity: if you want the option to do something cool with your weapon, chances are it's going to have to be a specific kind of weapon. Want Boomerang Daze? Well, you'd best be using a crapsack boomerang or it's not happening. Think of it as the divine/arcane split, except much more unfair and crippling. We're not here to complain, though, we're here to break the system open a little and make it work for us. This game is about open-ended character creation, and one should be able to fit together options however they please. So wouldn't it be nice to make use of all those neat weapon-specific feats on whatever you like?