Here's what I'm hoping to go to the table with...
Two Weapon Combat
These rules replace the "Two Weapon Combat" rules on pg. 87 of the rules.
To get any benefit out of wielding a weapon in both hands, a character must have a Dexterity score of 11 or higher. A character receives a +1 to AC when wielding two-weapons and may choose which weapon to roll damage with on a successful attack.
For those with a Dexterity lower than 11, the original rule stands.
Essentially fighting with two weapons is no different than going into melee with a shield. This gels with my experience of going up against guys using a Florentine fighting style with a Quarterstaff
Two Weapon Fighting (Skill)
A character with a 13 or higher in Dexterity may take the Two-Weapon Fighting skill. It starts out as 1/6 like other skills. The Two Weapon Fighting skill can never exceed the character's Dex bonus. So a character with a 17 Dexterity can have 1/6 or 2/6 in Two-Weapon Fighting. But not 3/6. To use, Two-Weapon Fighting roll a d6 along with the attack die. If the attack is successful, check the d6. If the d6 is a successful skill roll, add the result to the damage of the attack.
So a Specialist with 3/6 in Two-Weapon Fighting rolls an 18 on his attack roll and a "2" on his Two-Weapon Fighting skill roll. Assuming an 18 was a successful attack, he would add +2 to his damage.
One cannot use the Two-Weapon Fighting skill and benefit from the Two-Weapon Combat AC bonus in the same round.
So someone who wants to forego the AC bonus to fighting with two-weapons can roll a six-sider along with their attack roll. If they roll a success on their Two-Weapon Fighting skill, they add the number on the six-sider to their damage.
I wanted to try to implement something easy. That held with the core assumptions of the game. And didn't step on any of the classes' specialties.