I'm not sure what to do to remedy the fact that enemies run towards you. Maybe they should get close, then do something like boxers do when they circle. Adding a random time delay to their hits might also help to make it more interesting (although some games have extremely predictable enemies yet stay quite entertaining),
I thought Skyrim is your main reference? play it again, but check out how the enemies behave. you might as well watch some (real) swordfighting videos to understand movement a little bit better, although they might be too static for your liking. circling around would be a good addition IMO.
adding a random time delay would be a good first step as well. it all depends on how deep you want to go for programming your AI, which should translate to how smart or varied you want your enemies to be.
and all of this depends on what you expect your game flow to be like. do you expect the player to kill lots of enemies with little AI (Diablo, Serious Sam, or your best known modern zombie shooter) or is it more about having fewer but more interesting and challenging encounters?
On physics and biomechanics, I didn't think about things like that because of the great Realism vs. Fun argument. I am way more into fun than realism on this project, as opposed to your game, which seems to try to accurately portray swordfighting. I will still add some more physicality though.
And yes, I am aiming more for the 'A' part of ARPG. This is more casual FPS-style.
I don't see why Realism vs. Fun should be an argument, you can have both, or none, and it's also a matter of what's fun for every person. To me it's more fun to play the more realistic combat of Chivalry vs. the less realistic combat mechanics of Minecraft. Many years ago Counterstrike came out and it attempted a more realistic approach of a shooter vs. the more arcadey shooters from back then, and it was much more fun for many people. and if my game's combat wasn't fun (for me at least) I would've changed it long ago.
you also have a different form of realism: you can die. Minecraft's combat was fun because it was realistically dangerous
realism/fun aside, the fact of the matter is that you need to define a limit for the player's actions to an extent, and you already have the most basic example: there's a (small) cooldown between the player's attacks as opposed to allowing every click as a valid attack. it's the same for the guns in a shooter (at the very least there's a minimum fire interval).
from there on you can build up on it, by designing different limitations and actions. for example crouching in an FPS makes you smaller (harder to be aimed) but it also makes you move slower.
it's up to you to design how and where you would want to limit the player's actions, and how to make these interact with eachother (rock-paper-scissors)
Also, I ask that you guys talking about Chosker's game start a new thread or PM each other.
I agree and that's why I initially said I didn't mean to advertise. however even if mine or Thaumaturge's game aren't Skyrim, I would've thought you to be interested in knowing how they work