First up, 255 limit on weapon damage does not exist in the current Emu revision, I have no knowledge of dev plans here but I assume they would include this when updating code.
If you're simply saying that 2H skill mods should match 1H skill mods at each tier, then I agree. Keep in mind that the type of weapon has no impact on accuracy (if you have no skill mods or +accuracy, hit rate against a same level mob should be whatever base hit rate the server admins have set, which is 67% by default)
What I was getting at is that there are various 'levers' which can be pulled to increase DPS, some can be increased without practical limits, others have a limit to which you can increase them due to the way the game works.
Some of the levers..
No practical limit: These can be increased, theoretically forever.
- Base weapon damage (damage of a swing) (requires code update to exceed 255)
- Proc damage (damage of a proc)
Practical limit:
Chance to hit (no benefit if you go higher than 100%)
Chance to dual wield (no benefit if you go higher than 100%)
Chance to double attack (no benefit if you go higher than 100%)**
Chance to proc (no benefit if you go higher than 100%)
My view is that when attempting to balance elements of the game, it's not good to use the levers that have a practical limit, as you are simply delaying the problem (those practical limits will be reached).
Grey's parses show 88% accuracy. This means accuracy can only be increased by 7% with future expansion, so IMO it should be the last thing you increase for reasons other than bigger better items. If I was pulling the levers I'd be more inclined to reduce the 1HS skill mods instead of boosting 2H

(and counter the 'nerf' with an unlimited lever)
** triple attack fires from double attack skill, but not all classes get it.