The Ethereal Writer Redux wrote...
Origins combat wasn't realistic because in real combat involving swords and daggers and arrows you're going to want to hit fast and hard. If you don't, you're dead. Origins was clunky and awkward, and was as far from realistic as it could get. Realistic combat is the Ostagar scene where the soldiers, Duncan, Cailan, and everyone else are swinging their weapons quickly.
Does that mean we should immediately swing greatswords like they're twigs? No, but I've posted time after time how it could be improved. Make it akin to weight lifting. At first you swing the sword slowly but the more points you invest in strength the faster your attack speed is for greatswords.
Considering daggers don't weigh that much, Rogue's combat is fine speed wise. Animation wise it doesn't look like the daggers are actually hurting the foe.
Archers and mages are perfect now. And I have to say I do like the S&S attack style now. Shield Bash actually looks like you're slamming the shield into your foe instead of just a light tap to the gut.
Volus made a lot of good points about DA2 going too far the other way.
Generally, though, I agree with you. In archery, DA:O was definitely too slow with its default attack and/or didn't allow archers to speed up sufficiently via natural progression. The historic reason that longbows were so feared was a combination of their range, the speed at which an archer could loose arrows, that they were (generally) pretty good at piercing anything up to heavy or well-made armour and that the arrows carried a lot of force. Being hit by one was likened to being kicked by a horse.
For swords, the daggers and longsword at default are a little on the slow side, but one of the reasons speed is so effective in sword-fighting is that you're expecting your opponent to attempt to parry a lot - which, in both games, they really don't. Equally, there should be a slower swing following a successful hit - chances are you've got the blade into whatever your fighting, and unless its a thin-tipped rapier-style blade that generally means you've got to twist and pull the wretched thing back out.
The 2H is probably also on the slow side, but its tougher to tell as the sheer size of the DA 2H weapons suggests that even the swords are heavy enough to function as clubs - the old, old, old style Irish (IIRC) claymores were a bit like that. They weren't necessarily all that sharp - the intention was that being hit by one would be enough to knock you over and break bones...must have been a devil to swing, and there's a reason that speedier swordfighting styles with lighter blades replaced them.

I would also have liked to see attack speed be something more progressive - I'd personally have had discrete boosts as you developed your general 'skill' in each weapon-specific tree (like the first line of DA:O's twin weapon skills) and had a smaller boost from developing the weapon's primary stat (prob str, dex or cun), but a bit like the armour penetration / cunning in DA:O so that it takes several skill points to get a noticeable effect. That would also help with enemy scaling to avoid DA2's situation where Hawke and co hit harder and faster than anything else on Thedas.