I do not approve of Gaussian Attk-Def to achieve a damage roll. This has an even greater weakness than having damage = attk-def (according to a roll OF COURSE) because it could have many instances of extremely low damage from many hits ... unless you mean to take the number of Attk-Def, make that the mean, and derive a gaussian around that, which I suppose is okay. However, that seems like extra work, and WOULD NOT PROVIDE VARIANCE TO WEAPON TYPE. At least not on the scale I would currently wish for.
Im not asking for damage types, im asking for attack and damage to be at least some-what separate.
I do approve of a gaussian attk - gaussian def to get a "sucessful hit", although it seems we disagree on how to deal with damage. Having multiplier modifiers, like x 0.7 or x 1.5 should be enough of a disparity between "axes, swords, maces, hammers, rapiers, spears, bows, and crossbows" without distancing ourself too much from "high attack roll = good" -all the while still keeping a simple system.
Cause having simple actors would "I hope/think" allow for a more complex battlefield mechanism, where tactics and wing-strategy/formation strategy would come into play. I mean, how you organize your troops, when to signal the charge, or the temporary retreat, or the dash to the hill, or the "fighting retreat" ect, ect ... should both have an effect (basically boiling down to where you place the troops, and when you click ... having both factors provide equal battlefield-changing effects)