To apply realism on gameplay logic is a doomed attempt. (Or is it?)
I always wondered why archers are a dex-focused class in most fantasy rpgs. Using a Warbow, Composite Bow etc. involves mainly strength to draw and loose, and endless hours of practice. The impact an arrow has should primarily come from the strength of the bow and how far you could pull. One could argue that being dextrous and cunning helps to put the arrow there where it most hurts, but that doesn't matter if you don't have the strength to even let loose a deadly arrow.
Same goes for swordmanship, pure strength will help you, no doubt. But there is so much technique (so dex and cunning?) involved, because it doesn't matter how much damage your blow deals, because one good cut and you are dead.
So I think we can safely establish that no real world logic can be applied to combat in Fantasy/Medieval RPGs.
Still the question remains open, what is the role of a rogue in fantasy rpgs and what weapons should he use.
In my opinion a rogue suffers from the broadness of its term, it means almost everything. He could be a non-combative utility guy, but he could also be a ferocious fighter. In comparison the role of a warrior is clear, as he is the master of armed combat.
Another question which has come up, is what is the distinction between a rogue and a warrior specifically in an Action RPG, and specifically in combat.
To me, a warrior is formally trained who should be able to use a wide variety of weapons (because he was trained with all of them). There are tactical advantages and disadvantages in regards of which weapons are chosen and the nature or armor of the enemy. A sword is considered to be great against lightly armored foes, but against heavy armored opponents a warhammer or mace might be a better choice.
A rogue will use his cunning to survive combat, using his speed and the environment to his advantage, even lure the enemy into traps etc. He might be a skirmisher, who uses ranged weapons like javelins, arrows, knives before or without ever engaging in hand to hand. He might use his stealth to strike at an unprepared opponent. But still I think a direct confrontation between rogue and warrior should be in favor of the warrior.
So what makes the difference is the mindset and the training. A rogue who hasn't a clear advantage will not engage in a fight he can avoid, while a warrior will rely on his armor and his skill to make the difference.
So what weapons should be used then in a medieval like setting?
First of all, when there is plate armor, everyone needs a dagger. But to the point: Because I think the stat-wise differences between the two classes are rubbish, there shouldn't be a weapon a rogue can't wield. However I think there are bad choices:
A greatsword and twohanded sword without protection from plate armor, is suicidal. If you can carry a shield, even if it's a buckler or fist-shield, is your only defense, and even if you insist on the range it gives you, there are better choices like polearms, halberds, spears.
Same goes for anything big (except a shield) in your offhand, because what can two axes/swords/whatever do what one cannot? strike you off-balance, giving you no option to parry seems far too big a disadvantage.
To conclude my useless rant about the unrealistic depiction of combat in fantasy rpgs, I realise it is useless to argue with gameplay logic.
PS: dual-wield may look cool, but it sucks.
PPS: I realize that I only used male pronouns and you won't bother.
PPPS: I am not native of your wonderful language, so you won't teach grammar to me.