Jsre, I have only one quibble, and it's that triple attack is based off of successfully double attacking, not successfully dual-wielding. AAs like Punishing Blade add a chance for an extra attack outside of the DA/TA model, at least according to the Live devs from years ago. It works functionally the same, but it causes the chance to TA on a successful double to seem artificially lower for the classes that get the AA and the chance to triple. (I think this is limited to War/Mnk/'zerker, though I could be mistaken.)
Functionally, a lot (maybe all, but I didn't pay as much attention back in the day) of classes eventually got TA via skill, in addition to the base chance some classes had received hard-coded earlier on in the game. This would certainly help with the output of flurry, which is currently adding 1-2 flurries per minute (between 1-4 extra swings per minute - recall that the AA investment on this is 18 just for the base AA set, I forget what the second set costs. Sure, it's more damage, but I'd forgotten that it was so underwhelming before TA skill was added to the game.)
The idea of putting a high -% dual wield mod on a warrior sword-and-board weapon hadn't occurred to me, and it probably should have. Certainly an intriguing possibility, and one that argues that weapon skill mods should probably be somewhere other than on weapons the majority of the time, unless you can functionally have multiple %-based mods on the same item work. (Not sure if this is the case.)
There are two ways to increase weapon minimum damage now, as I understand the underlying mechanics: First, you can increase weapon damage bonus for a given delay (primarily works for twohanders, though it could probably be made to work for 1H as well). Second, you can add a minimum damage all skills mod. The first option will also inflate mid- and top-end damage to the extent you increase the number used for the damage bonus. The second option will only effect minimal hits, and bring them up to some multiplied value. To wit: My 'zerker, currently with no +minimum damage all skills mod, will min hit for 48. +MDAS 50% would raise this to 72 as a minimum hit. (It's possible this isn't how math works in Verant/SoE's world, but finding out such oddities is what a test server is for. heheh) So, to turn those minimum hits into essentially 150s, a +MDAS mod of +200% would be needed (roughly, that should actually equate to 48*3, or 144).