Traditionally I would have been all for the dual wield kick. A landed bash is now = to an obliterate. With an excellent quality shield you can do 80+ damage quite consistently...
Anyway, do as you please!
I don't disagree with you. The problem with this is for most lowbie warriors, they have no access to
1. excellent shield
2. excellent bash
3. excellent vigor
A missed bash => lag for 1-2 rounds, more damage from mob, zero bash damage, punch have to wait till lag wears
A landed bash => mob does same damage, you do more damage, bash damage, but you will have to wait for mob to stand to bash again.
A missed kick => no lag ie kick again next round, same damage from mob, punch whenever it's back up
I don't have actual numbers, but I think damage wise it goes something like this
bash > kick high > kick > punch > kick low
Do note, bash is every other round (assuming mob stands), kick high is every round. Factoring melee damage, you need to sort out which gives an edge at lower skill levels with misses all over the screen.
(bash + 1.3 * melee + disabled mob) vs (2 * kick high + melee + mob is free to cast/skill)
If anything, being able to recall anytime (something you probably do very often solo'ing) wins the argument. Also double wielding speeds up your weapon skilling. I do recommend getting long/blungeon/axe/miscel/ and pole/two-hander as starting weapon skills.
At higher level though, I totally agree with you. Punch/bash (+ kick when you have a chance) is the way of a real warrior.