Sure, it's pretty messy as of now, but here goes...
Social combat BTW is just another facet of regular combat. It is not specially created to have unique mechanics, like Exalted's. It works on the same mechanics, but as my combat (Or conflict as I call it in the system) it's kind of a weird way to do it.
The Weapon tags are explained in detail though.
Use the table of contents, the conflict rules are their own chapter, and equipment rules are found before them.
It's Intuition, so I wanted to differentiate it from Intelligence. That's why it's Itn. If it was Int many players would assume it's intelligence.
Tou is Toughness, and Com is Composure.
I do not understand your philosophy. That would mean that you cannot play any vidya (Cuz they're all the same game eh?), you cannot play any boardgame twice, you don't benefit anything from that sort of thinking.
What is it that you seek, really? That no one should make games because everything has been done? I can give you examples, but they won't satisfy you, because you are not a person to be satisfied.
In my game, you cannot beat a dragon with a sword, unless you manage to find and hit the squishy parts. Using a weapon suited for hunting a dragon fares you much better.
Beating a plate-armored knight is very difficult unless you outmaneuver and grapple him down. Raising his visor while he's on the ground beneath you works wonders compared to trying to hit through his plate armor.
Most encounters with humans are optimally worked around by beating them and socially maneuvering them away, instead of going through the motions of killing them. Killing people is a hassle.
That's how my game works. The meaningful and novel choices come from the fact that in very few situations, simply causing wounds and trying to kill the enemy is the optimal way to play. There. That's my game.