1) All players can use common weapons like blasters, blades, polearms, grenades, shields, and of course hands & feet. This is a roleplay or tactical alternative to class weapons, or a supplement to be used in the off-hand.
2) Using ATTACK will attack with your wielded weapon's normal method of inflicting damage: a gun will shoot, a blade will stab/slice, electro-batons will electrify, and random wielded objects will bash them over the head. Using PUNCH will perform an alternative non-lethal attack with certain weapons: pistols will pistol-whip, blades will hiltbash, electro-batons will just whack them with no electricity.
3) KICK can become a low damage, short balance attack used to fine-tune the timing on bashing routines.
4) Floor combat! Players can KICK and TRIP while on the floor (it just uses more balance or deals less damage). Some class attacks can still work while on the floor if it makes enough sense.
5) Using other entities as COVER temporarily. This seems like a scoundrel thing to do, but I could also see it as a basic self-defense tactic against multiple enemies. The victim-turned-shield takes a percentage of damage that was meant for the player.
I read the recent monthly discussion and agree with the sentiment of wanting to use a pistol after the tutorial as a non-scoundrel. I know I can technically wield other class weapons, but I don't feel enough freedom and utility-gain from using basic weapons like PIECEs, knuckles, and generic blades (if they exist). I don't think it takes much skill to pull a trigger on a pistol, to punch someone with knuckles, to (crudely) swing a blade at someone, or to press a button on a grenade and throw it. More options for classless combat, like fighting from the floor and feasible multi-enemy combat, is always a plus because it benefits every single player in the game. Also, I read somewhere that people want a pistol-whip ability. This suggestion accomplishes all of these things using existing commands: ATTACK, PUNCH, KICK, TRIP, COVER.