I really don't get the logic behind going deep into an attribute and only doing the melee perk, and not even finishing it, then complaining that it isn't good enough. Melee will not suite every situation, which is why there is also ranged weapons for each of the attributes. Besides which you don't need an attribute to be perked to use the weapons from it. I did a basically pure perception build into the low fifties, then started spending points in Agi. But since day one I've been using a pistol as my backup weapon, to my spear, for PoI clearing. I leave the rifles at home for horde nights.
Actually the sledge is generally good for any situation. Its the only melee weapon that really is like that. Next nearest like it is the club. Power attack on a sledge with 3 or 4 in the perk means you'll most likely knockdown every zombie in a pile in 1 swing. The rest just aren't really viable later on on the higher difficulties. Thats where the problem is, they tested this crap on adventurer difficulty which is noob mode where the player gets a damage bonus vs zombies. On adv or lower I am sure even breathing on zombies kills them. However on nomad both sides do normal damage to each other and even then you start to notice the other melee weapons have issues other than sledge and club. The issues get worse the higher up in difficulty you go.
The only reason sledge and club are really viable is not their damage, its the secondary effect, the knockdown is great for crowd control and for reducing damage you take, coupled with those weapons decent range its a nice combo. Knives, bleed doesn't stack properly nor does enough damage to really help much (i've tried a high agi knife build it was horrible on warrior+ even with a machete). Spear has basically no flinch unless you throw it, fists has knockdown and such (though not nearly as often as club and especially sledge) but the range is so short your most likely getting smacked anytime you try to get close to hit anything. Lets not start on how garbage the stun baton is, not only does it have virtually no damage, it has no real good secondarys either.
The whole weapons being locked to stats thing was the dumbest move tfp could have made imo. Pistols are actually great, but the way a18 works most of the agility perks are completly worthless other than handguns and maybe light armor. Int is not even needed at all, I just use schematics instead, plus it adds a bit of randomness to each game which I enjoy (I play dead is dead) and I never know if I'm going to get the recipe for something like a workbench early or if i'll have to wait a while.
Weapons need to go back to learn by doing and be removed from all stat locks, as does sex t-rex miner 69'er etc. Weapons have their respective skill: Handguns, Machine Guns, Shot Guns, Turrets, Then melee has their own: Blunt, Blade, or one for each wea type: like sledgehammers, clubs, knives, stun baton, brawling etc. Sex t-rex/cardio are governed by atlethics, Miner 69'er/motherload is govered by mining skill. Skills open at 0,20,40,60 and 80 in the skill. This way you coulod say level up in pistols and be good at them without wasting perk points in garbage agi as it does nothing of value. Also have the headshot damage bonus moved to be included in the base skill for the weapon type or its perk. Light and heavy armor can also each have their own skill.
basically a elder scrolls type system in 7dtd's game world is what I'd enjoy the most personally. Currently waiting for the darkness falls mod for a18, as it has the learn by doing thing I want, and throws all the stats in the garbage can where they belong. Uses a class system (you can learn all of them eventually) and each class has special things only that class can make, which usually is top tier tools, weapons, armor, food, med supplies etc. Which btw, there is a tier above steel in the mod, its titanium.