That is also a point-it actually does look very Wuxia in imagery, especially since in Wuxia people only rarely bust out their
super flashy death magics and whatnot (another thing it encourages). It's just boring to play through. I'm wondering if the issue with Exalted 2E was that they hacked the
wrong parts of the Trinity/Aberrant system that Exalted 1E used (ticks, social combat) when they really should have dealt with things like combat tempo and death/dying.
I'm imagining, say, a hypothetical Exalted 2E where instead of Health Levels you had a Threat/Finisher/Consequences meter, wherein successful 'attacks' against you generated Threat, and if you have enough Threat on an enemy you can enact a Finisher on them, causing a certain amount of Consequences. Armor would provide some protection against Threat and Finishers (by increasing the thresholds for both), but none against Consequences, and dependent on the toughness of the character you might be able to suffer X Consequences and they might be of Y severity. A dagger Finisher against an unarmored person might be 'stabbed in gut', but against an armored person it might be 'stabbed in eye slits', which takes a fuck of a lot more effort to set up, and you're less concerned with the dagger-wielder, thus lowering their Threat.
So a Stamina 3 Extra might be taken out of the fight with one Consequence, like "Broken Arm" or "Stabbed in eye" or something, while someone with Stamina 5 might take 2 (which heavier weapons like swords can deal). Heroic characters would get more Consequences, and characters who are Really Tough might be able to ignore lesser Consequences. Heavier weapons would generate Threat more slowly, but enact harsher Consequences and possibly get to their Finishers sooner. Perfect Defenses would be 'aggro dumps' in this scenario, basically letting you, at significant cost, dump all Threat you've suffered from one target or potentially from multiple targets.
Because of the exact mechanics here, even weapons like "I am Isidoros. I am a black hole" or "I have a nuclear bomb" can be statted out in a scale that is reasonably playable. Just assume they have a relatively low Threat generation, a relatively low Finisher threshold, and the Consequences they enact are "Instant Death".
tl;dr: Designing combat systems is hard. I need to go into the Aberrant 2.0 thread and talk more about how I'm trying to make it vaguely modern-combat-ish.
EDIT: I also realize that if you play with the Threat/Finisher/Consequences thing, you have an incentive to have two weapons. You use your light, fast weapon to lead in and tire the enemy out (generating Threat) and then you cut them in half with your big heavy weapon (using that to create a Finisher). You'd have to create reasons to have single weapons then, but the system seems to be an
interesting one if nothing else.
Put all of that together with Solar Archery and Solar Athletics and Solar Awareness, and that's why the dominant mode of combat is the Glorious Solar Railgun.
Bows as written are
prooooobably way too lethal, yes. They should be harassment or pinning weapons, things that you use to threaten attacks or force enemies to wear heavier armor (thus reducing their DVs and making them more vulnerable to your grand killstick equipped peoples), with high mote buy-in to keep a ranged combat style working because they trade damage and firepower for range. It's not actually
fun being an archer then, though, which is the issue.
Bows in Exalted are basically generic eurofantasy bows where they punch through plate armor and make everyone sad-this leads to the hilarity of heavy armor being shockingly useless and encouraging the 2/7 filter 'helicopters with deflector shields' paradigm more.