That's why my suggestion was not about trying to figure out balance by making Rogues out-damage warriors in some circumstances and under-damage warriors in others. Instead, giving dagger-users a much higher chance to dodge physical attacks, lets them get into combat and use their FIN to sustain their lives in combat instead of their CON. Tying that extra dodge chance to the dagger instead of FIN also means it only affects Rogues and not bow-users, who would also have high FIN, but they use distance to stay safe.
It isn't that. I am thinking of a way the Dagger can compliment the Rogue's style of gameplay WITHOUT making the Rogue just an alternate fighter.
They aren't meant to be in the thick of battle, but aren't as helpless as Mages would be, but are opportunistic.
So, I thought, why not make Daggers ABOUT opportunity and situation flipping which is what Rogues do best? Rogues Shine against distracted and disabled enemies.
Giving them amazing dodge ability is basically making a "Dex fighter" and what was I was trying to avoid. Certainly they need a buff to dodge... but still.
So take the Rogue's gameplay which isn't about sustained battle but in and out fighting, backstabs, and opportunistic fighting... In fact right there you can easily get distinctions. They need options for when it isn't available, but that is their prime gameplay.
Their other advantage is that they are able to disengage and safely engage more easily. Even against Wizards and hazards they are the ones who can traverse it.
Their disadvantages are direct confrontation, but can do so if need be.
So here is just a hypothetical Rapier ability.
-Rapier: When making a direct forward facing attack, Rogues move back a few steps ignoring AoO
-Rapier: A rogue can make one free attack with a rapier, yet forfet any other attacks for the turn.
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As for Warriors and why I give Armor Breaking abilities to them? They aren't based on CC and out of all the classes they have the fewest options for them (though they have two really nice CC abilities).
Giving them a weapon that just outright breaks through the enemy's ability to resist CCs compliments their role well.
As well Warriors because they are the main damage dealers also would benefit from just stronger weapons in general.
Weapons that deal primarily Magic based attacks and spells that deal physical damage are synergies.
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It is all about giving classes complimentary weapons that boost their style of play as opposed to giving them rock scissor paper abilities.
As well because the gameplay has changed with a more limited Action points, Three HP types, and other such things. It means that we can draw upon those for inspiration.
Spears' extra range is suddenly useful.
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Also all enemies have Armor HP, Magic HP, and HP. Having a weapon that does well against Armor HP isn't "Rock Scissor paper", it is just part of the flow of battle.