Weapons adding to physical damage is balanced out by the presence of armour. Wearing armour isn't common in our society, but you have the option of wearing armour:n when you know someone is going to smack you with weapon:n.
If you intend to add the social equivalent of weapon:n, you need to also add the option of armour:n. Which gets tricky, because the same things that help in some situations hurt in others.
There is also the fact of smaller stress tracks. Put simply, 1 additional shift of damage means more when you top out at 4 than when you top out at 12. This means that generally social weapon and armour ratings should tend to be lower than physical weapon and armour ratings.