Daggers I think are fine as they are. I haven't noticed anyone in my games using them any more or less than I would expect.
For clubs, I can see what you are trying to do, but I think either is too harsh. Personally, I think the weapon needs to be split up into its component members i.e.
Club/cudgel/baton/stick-with-nail/etc.: 3 gold, S=user, no special rules.
Hammer/Mace/etc.: 5 gold, S=user, Concussion.
Staff: 3 gold, two handed, Parry, Concussion.
I have only increased the price to 5 gold because in my circle axes are not unpopular because we have fixed armour so axes are taken to beat the armour. If I was going to be doing an overhaul then I would make axes something like Armour Piercing and +1 to injury vs unarmoured and Hammers/Maces Armour Piercing and Concussion. Both are good at punching through armour, but the mace is better than the axe vs the armoured target and the axe is better than the mace vs the unarmoured target.
I think spears and halberds are over priced. I would drop spears to 5 gold and halberds to 8.
Spear: S=user, +1I, Strikes First if two-handed, only use with shield/bucker
Halberd: S=user+1. The halberd is still occasionally used in my circle so I would probably leave it at that until I saw what happened.
Potential for spear and halberd if they are still not popular: Reach: if you are in base contact with a friendly model you may make 1 off-hand attack against any one opponent the friendly model is in combat with. I think I have seen the same thing in my circle as Styrofoam has seen in his - the spear doesn't need nerfing. With the nerfing of Strikes First it is now unpopular enough as it is.
The sling is fine how it is. It is cheap to make and cheap to shoot reflected in its low purchase price and a greater willingness to fire more often at risky targets i.e. shooting twice at -1 or aiming fully vs a bow's expensive arrows allowing only aiming fully.
If you are wanting to make slings more accurate then you should increase their range to 24 and make it so that Weapons Expert and then Sling Mastery rather than just Weapons Expert before you can use a sling (they are quite tricky to use).
Slings bullets are brute-force crushing smashing weapons compared to arrows so I can understand the rationale behind making them more effective against undead. Unlike arrows and bolts, sling bullets were quite capable of crushing and shattering bone so I can see them causing an undead to stumble for long enough to be effectively stunned.
If you are going to over-price them and make their ammo more expensive to boot, then I think you should make Quickshot be usable with slings too.
I like the run-and-shoot on the throwing stars. I would make them S-1 though rather than locked at S2. How would you make them interact with knife-fighter? 3 shots normal, 4 shots -1?
In my circle we use those armour tweaks already and to great effect
(well, +1 to AS in melee for both shield and buckler, but pretty close).