Variety is the spice of life... I don't think they are *bad* changes but it's more how you view fighters in your campaign when measured up to the other classes.
I've only did one tweak to the fighter class myself and, like many, it had to do with changing/swapping out the Combat Dominance ability.
Your initial 'Arsenal' skill is fine and I think underlines the notion that a Fighter is a master of weapons.
I know I posted this before, but what I've done and play tested was this:
Combat Dominance (Revised)
At 4th level, the fighter gains an extra attack when scoring a hit on an opponent with half the fighter's hit dice or less. The extra attack should be considered a 'follow-through' where the fighter is exploiting a weakness in an opponent. Provided the target of the original attack meets the hit die criteria, this extra attack may be directed to a different opponent as long as they are within reach and also meet the hit die criteria. This ability improves as the fighter progresses in levels with an additional attack gained every four levels thereafter. Combat Dominance does not combine with the Extra Attack ability and cannot be applied to ranged weapons.
With these modifications, my campaign saw a Halfling Fighter go toe to toe with a handful of Ungerns! Armed with a flail, this fourth level warrior was getting a potential second attack against these 2HD beasties!
Moriarty the Red
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