2-handed melee and daggers both shine pretty bright late game. Huge potential for damage in the right circumstances.
The only melee that seems like it sucks is 1-handed (not daggers), which is pure dogshit. Totally worthless - the only reason you would ever do it is to hold a shield.
That said, I agree with some of grit's suggestions. Spells and ranged attacks should trigger attacks of opportunity Shouldn't be limited to 1 AoO Make AoO a free attribute you get from using melee weapons, not have to waste a talent point on it. Give AoO a chance to interrupt spell casting.
HOWEVER, to balance it out, I would actually reduce the endgame mobility of warriors. I had 5.00+ movement on my madora at endgame, meaning she was essentially the Flash, running around in full plate with a 2-handed mace. Armor should reduce your movement by a percentage, not a flat value. Plate Armor -60% movement Scale Armor -40% Robes -20% Leather Armor -0% Or something like that. Armor Specialist ability reduces the penalty by (4/8/12/16/20)% No movement bonus from improving armor.
This would make plate wearers noticeably slower, throughout the entire game BUT with the changes to AoO it would let them control the battlefield more. You'd be legitimately screwed, as a mage, when a dude with a sword gets within striking distance of you. Currently it's no big deal, since you can just throw lightning bolts in his face at point blank and he just has to watch you do it.