Easiest thing to do would probably be to just build 1 tlvl worth of combat accuracy into silver swordsman, and not give that free point of combat accuracy. Maybe make it invisible, maybe not. If you really wanted to keep that *checks* 10 points of accuracy from stacking with the actual combat accuracy, you could make it take best of, or just bundle CA into the talent, too. First thing a highblade's going to do is beeline to LH and buy combat training anyway, so...
Real fun with that, you might could do that and then have the class start out with whatever switch it is that gets flipped that says you already have combat training, and prevent the character from buying said training entirely
. Which might be kinda' interesting.*
... different thought would be to change part of the silver swordsman itself, and instead of a direct weapon mastery replacement, have it be accuracy and a tlvl scaling damage addition to the applicable weapons' accuracy bonus. That'd be a lot more "grace and precision" than a weapon mastery replacement, really. Still override weapon mastery, though, of course.
E: Also, idle thought, but any thought of making waifu strike/excalibur need a square of travel before it damages? Or ramp up in damage as it travels, rather than starting out full strength. Other thought would be to just make it a sustain that alters/replaces your attack talent.
Right now it's better than a bump attack in pretty much every single way besides a (small, generally ignorable, entirely ignorable later on) cost, and it'd be really nice to either have to do something (beyond other talent use, anyway) to stuff adjacent to you beyond spam <hotkey> at them... or just not have to spam the hotkey at them, and be able to maintain peak damage while still bumping things.
Ah, and will say, once you get enough accuracy in you your attacks are worth a single flip, class starts playing way
smoother, ehehe. Still got a ways to go before I start filling out the talent list, but it's going much better after that last hope trip and a couple generics invested.
*E2: On the other hand, you'd have something on your hands that's probably even more kit restricted than old style cursed, which is a heckuva' thing. Would be... very against general class design nowadays. But interesting, and at the very least greatswords have better artifacts and whatnot these days than cursed used to be stuck with.
E3: Huh. Looks like there's either a bug in regards to Beyond the Flesh, or a mod incompatibility between this and the BtF tweak one. Wearing a weapon (specifically a weapon, mind) in the TK slot and activating BtF spits out
Lua Error: ...ddons/highblade/superload/mod/class/interface/Combat.lua:36: attempt to perform arithmetic on a nil value
At [C]:-1 __mul
At ...ddons/highblade/superload/mod/class/interface/Combat.lua:36 sub1
At ...ddons/highblade/superload/mod/class/interface/Combat.lua:42 getDammod
At /mod/class/interface/Combat.lua:1605 combatDamage
At /data/talents/psionic/other.lua:322 info
At /engine/interface/ActorTalents.lua:82 info
At /mod/class/Actor.lua:5542 getTalentFullDescription
At /mod/class/uiset/ClassicPlayerDisplay.lua:393 display
At /mod/class/uiset/ClassicPlayerDisplay.lua:466 toScreen
At /mod/class/uiset/Classic.lua:324 display
And then proceeds to clown gank the game, destroying the UI, rendering much of the screen black, and making you unable to do... basically anything. Move, use talents, open the message log, up to and including opening the menu to leave the game or trying to X out. Have to straight up kill the processes, ahaha.
Really wouldn't be surprised if it is
just a mod conflict, though. Something similar happened with the white monk addon. In that case, you'd probably just want to slap a warning somewhere saying the two don't play together well. Mind you, normally you'd want to get a hold of the other mod's uploader or whathaveyou and see if they can fix things, but you're talking to them now and I'll level with yeh forthrightly; I ain't even gonna' try. nsrr might but it won't be me :V