I'm still a little drowsy sorry, anyway, while the groups may be self evident, there may be one or two good skills hiding in them [possibly exotic colored skill], I wouldn't mind being able to see the exact possibilites.
Wiki is still pretty barebones.
This:
Is more or less a collection of the best shit you can put on a weapon. The elemental property is of the higher, far rarer roll (occurs naturally in that particular weapon), all of the effects are of the rarer, generalist nature and even the %% rolls themselves are quite high or even at max values, beside the transferable attack Ki cost one which will be replaced when I see a higher roll version.
The
Close Combat Damage Bonus is in the same pool with Agility damage bonus, Less armor damage bonus, familiarity damage bonus and Skill damage bonus but trumps them all in utility and likely in the maximum increase limit as well.
Guard Ki Reduction shares a pool with the stance specific ones of similar nature, which are obviously inferior.
Close Combat Ki Damage shares a pool with the stance specific ones of similar nature, which are obviously inferior.
Close Combat Attack Ki Reduction shares a pool with the stance specific ones of similar nature and the one governing Skill use Ki costs, which are obviously inferior.
The additional Stat scaling abilities
Change to Attack (stat) X are a pool unto themselves.
Fire, Lightning, Earth, Wind, Water, Poison, Paralysis form a group and, as mentioned above, have a chance of being rolled in two different tiers (both are still blue) where the better, far rarer one has greater values. On divine lv 150 items this would translate into values between 9-12 and 14-16 on zero familiarity.
Close Combat Attack Life Drain shares a pool with the stance specific ones and the arguably superior blue ability
Close Combat Life Recovery, which heals you a set amount every time you kill something.
Break value modifiers are all white and form a pool of their own.
(Critical) effects, which only activate when you're at <30% health don't share pools with similar abilities that aren't (Critical) and can thus co-exist on the same piece of gear.
Now the armor side though... that is the place where it gets nuts when you get to divine armors (which also get familiarity and inheritable abilities) as all pieces can inherit abilities from the other pieces, even though only certain pieces can roll certain abilities.