I love both to be honest, but since I dislike dying I had my first character as a sword and board kind of character. But with a mace instead of a sword of course since maces are preferable to swords imo. Made me a sad panda to discover that the mace perks are kinda useless since most though enemies don't have any armour. (What's up with that anyway? Dragons and Dwemer constructs should have a high armour rating dammit!)
Don't feel bad, the perks for bleeding and critical hit percentage are equally as useless (Actually, a bit more useless) because they work on the base damage of a weapon rather than the current damage of a weapon. Say you have the Daedric Sword of Soundchaos' example, doing 518 damage. You land a critical hit, but that critical hit only does 7 damage because it's half the damage of the base damage of the weapon, which is 14. 518+7 = 525. The difference is not really noticeable in normal gameplay and it's visually unnoticeable to the untrained eye.
That's mainly because the added damage is ~1.4% of the damage you normally do. Miniscule. Bleeding works in a similar manner, working off of base damage. Now I'm not entirely sure if the Mace perks work off of base damage or current damage. If they work off of current damage, it's far more valuable than the other specializing perks, even if still being of very little value.