basically, you can take any weapon or charm you want, as the rogue can use all weapons.

if you plan other chars as well, you might think about what they can use, so e.g. if you want to play a melee fighter as well,
a dagger would not be that good, as a fighter cant wear it. rather go for a sword, axe or club then.
if you plan to do several mq you will pass to samurai sooner or later, so you will need daggers or swords then.
generally spoken, swords and especially daggers are a bit more expensive then the rest somehow.
its a question of preference and what you can get on the market or can afford.
swords: very high maximum damage, very low minimum damage. huge difference between this points. for lucky ones or with good gear, 1-10 damage on level 1
clubs: very high maximum damage, very low minimum damage. huge difference between this points. for lucky ones or with good gear, 2-9 damage on level 1
staffs: higher maximum damage, lower minimum damage. big difference between this points. but more controllable damage, 3-8 damage on level 1
daggers: high maximum damage, medium minimum damage. medium difference between this points. even more controllable damage, 4-7 damage on level 1
axes: medium maximum damage, high minimum damage. small difference between this points. very controllable damage, 5-6 damage on level 1
lightning charm: very high maximum damage, very low minimum damage. huge difference between this points. for lucky ones or with good gear, 0-9 damage on level 1
wind charm: very high maximum damage, very low minimum damage. huge difference between this points. for lucky ones or with good gear, 1-8 damage on level 1
fire charm: higher maximum damage, lower minimum damage. big difference between this points. but more controllable damage, 2-7 damage on level 1
earth charm: high maximum damage, medium minimum damage. medium difference between this points. even more controllable damage, 3-6 damage on level 1
ice charm: medium maximum damage, high minimum damage. small difference between this points. very controllable damage, 4-5 damage on level 1
the advantage on ice charms or as weapon comparable axes is constant damage. you can calculate the next rounds quite easy and know very fast
if you got a chance or not.
lightning charms or comparable swords have a very broad range. you can be very lucky and strike very high hits, so you can beat monsters you normally wouldnt. but you can be unlucky as well and just strike very low hits.
in the total, both types will have about the same average damage, but this can vary in the single fights for sure.
with the new proficiencies introduced it is certainly helpful to have sets of the same type, e.g. swords for level 1-30 and ice charms for level 30-71
so you can push exactly these 2 with every climb and gain the extra ee points.
this may help you on the choice of charm:
http://forums.d2jsp.org/index.php?showtopic=18950893&f=272the same goes for heal charms.
# Wild heal: Small minimum heal, high maximum heal. huge difference
# Heal: higher minimum heal, not so high maximum heal. medium difference
# Focused Heal: higher minimum heal, medium maximum heal. small difference
focused heals are very popular these days and thus quite expensive.
its again a question of preference like with the offensive charm and weapon questions.
the more int you gain through stating and items, the higher your damage output and healing rates. so more is always nice for sure

you should try to get 25+ on weapon and armor. these days, i guess you will even make 40+ quite easily.
in connection to a 1xx ee charm this will be enough to allow you a good well rate in the higher levels.
the switching point from melee to caster highly depends on your gear.
you may start to cast at level 20 or 25 already, if you have good charms and int gear for this area already.
if you have good melee gear or not so good caster gear, you can start casting later in the 30s or 40s.
personally, i start to cast at about level 30-40, the mana pool is already increased quite nice here and i have good int gear for this area.