This shouldnt get too out of control though. Variations of each type can change slightly in pitch, speed and timbre. If you only have a couple of variations for a sword impact, things will get monotonous quite quickly. Offer more variations of each hit type.
Both Light & Heavy Shields should provide appropriate variations, and variations dependent on the type of weapon that has made impact. Various creatures can be tagged as no armor/flesh impact or, if possible, have custom sounds depedning on their 'skin' type. So, for instance, hitting someone with a mace who is wearing robes is going to sound quite different to hitting someone who's wearing Daedric Armor. Each weapon category will trigger different, appropriate impact sounds for clothing/no armor, light armor & heavy armor.
However, the impact sound heard depends on the what the target is wearing. staves and hammers use different impact sounds made from scratch. Lets face it the vanilla impact sounds are pretty crappy and ICS has helped this but it seems to augment the existing sounds more than provide a gretaer deviation(?). I've been using Improved Combat Sounds and I like it yet I'd like to take the audio in Combat a little further.