I have been heavily involved in a Solomon Kane setting campaign and the simplicity of the Savage Worlds system allows for more character development and role playing. I do agree that with Shooting covering everything, that it is an oversimplification in real world terms, but I've yet to stop and think "Wow sure would be cool if there were more combat skills." The primary differences between weapons in hand to hand combat is the damage the weapons do, as you are right, Fighting skill allows you to use them all. It would only take a simple house rule of -2 to hit unfamiliarity penalty to represent learning to use a weapon, but I'm not sure that adds anything to the game. Regardless of using the same skill for all weapons, I know I put thought into the weapons any PC takes as some do more damage or give a bonus to Parry and those decisions can be very important in combat.
The true balancing mechanic in Savage Worlds is not diversity of skills, but Edge selection. You give a character Florentine, Wall of Steel. Improved Sweep, Improved Frenzy, and Improved Counterattack and this character is a walking combine that will slice through Extras all day long. Give the character Steady Hands, Marksman, Rock and Roll, Improved Trademark Weapon, and Dead Shot and they will be as deadly with firearms as the first character is with melee weapons. The use of Edges allows the player to gravitate in whichever way the campaign needs or to change direction as the player desires. I personally find the streamlined rules to take the mechanics out of the characters and the game and gives both the GM and the players more time for the role playing. I am however, extremely biased in favor of the rules lite theory of game design, so Savage Worlds fits my style of play very well, so my opinions must be viewed through that lens. If you are into GURPS level crunch, Savage Worlds will almost certainly never be suitable for you.