I'm a big supporter of FoG2's top down design philosophy that achieves far more authentic results than, for example, Total War series with its exact opposite design. I just think the current heavy weapon and armour-penetration solution is oversimplified compared to the rest of the armament types.
Here are some quick win:draw:lose numbers when Superior Armoured Lancers are facing Average Protected Medium foot on even and open field (in rough terrain or with heavy foot the odds will be heavily against cavalry in any case):
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UNIT: O/D-spear Swords+LS Impact-foot Heavy-weapons
IMPACT: 4:72:24 25:71:4 29:67:4 23:71:6
MELEE: 2:52:47 12:74:14 10:74:17 10:73:18
Heavy weapon performance is pretty much the same as Light-spear and impact foot during IMPACT phase while spears are in their own league. The same pattern continues in MELEE phase, heavy weapons performance is practically the same as swordsmen while spears are several times more effective. If I understand the mechanics correctly, the only benefit the Heavy weapons get there is negating a 25 POA from armour with 50 being the theoretical maximum. Against protected cavalry there wouldn't be even that difference.
Do heavy weapons beat cavalry in the rough? Yes, but so does all medium infantry of otherwise similar specs. Did heavy weapons get +100 POA vs cavalry charge in patch? Yes, but that only put them on the same line with every other primarily melee non-spear infantry type in the game. Is spear/pike the ultimate anti cavalry melee weapon? Yes, but long blades and short polearms are the next best thing.
In later medieval times heavy weapons will become more common and you will probably have units like armoured heavy foot that will get no benefit for using heavy weapons against most units and will only get full benefit against fully armoured units with the effect being no more than a few percentage points compared to swordsmen while offensive and defensive spearmen will continue to perform on whole another level. Units like halberd infantry would be weaker against cavalry than raw defensive spear unless they were spearmen instead of heavy weapon, which would however strip them of the obvious armour penetrating properties of halberds. The way it is, polearms and long blades simply don't have any meaningful advantage against cavalry when compared to supposedly worse options.
You don't need to imagine some soloing ninja warrior slicing horses to pieces when there are multiple historical examples of long blades (not to mention polearms) being used in anti-cavalry role. Odachi might have been more of a ceremonial fad weapon than anti-cavalry but Zhanmadao and Zanbato literally translate to "horse chopping saber", their use against horses is documented and they were wielded against cavalry armies for over thousand years. I think it's also important to note that producing a long sword requires huge amount of resources and skill compared to spears. Ineffective practices rarely survive for long in warfare so if anti-cavalry swords had no meaningful benefits when compared to short swords and spears/polearms, they wouldn't have spread and lasted. In terms of armour penetration, it seems unlikely that such relatively fragile weapon (at least during early first millennium) would be great against armour when compared to spears, polearms or even blunt weapons.
TL;DR, I'm suggesting a change in weapon interactions, not asking for buff since I don't think heavy weapon units are currently under-powered for their price. Reducing the mounted melee POA vs Heavy weapon foot would put heavy weapons closer to the middle ground between spears and swords where they arguably belong and separating armour-penetration to a separate attribute would allow for more flexible and accurate depiction of the overall characteristics of many different armaments without making things unnecessarily complicated.