Warrior is a class with plenty of weapon options from fiery War axe to gorehowl and everything in between. The best part of this though is their synergy with the deceptively good armor up hero power. armor up will usually mitigate at least 10 points of damage per game, that is at least an extra 10 health to play around with. the rogue doesn't have this option; any damage you take from head bonking a minion sticks unless you run with lots of healing cards, which is an option for any class.
Then there's the Paladin. Sword of justice has amazing synergy with with his silverhand recruit ability and it can still be used to kill off that 1 health minion in a pinch. Truesilver champion is great because it's a solid 4 damage and it heals you for 2 making it easier to head bonk a minion and stay healthy.
The Hunter doesn't have many weapons but his eaglehorn bow has great synergy with his play style because of all the trap cards he runs. The hunter can use traps for removal and just keep chipping at away at the other guys health with his bow and hero ability. His other weapon gives him immunity while attacking which is pretty amazing.
Then we look back at the rogues weapons and her hero ability. There is only one card in the deck that sort of has synergy with Dagger master and that card is deadly poison. Deadly poison increases her weapons damage to 3 for 1 mana. Sounds pretty good at first glance, it can kill off those higher health minions in the early game leaving your minions healthy. Then we notice Deadly poison actually requires 3 mana to be efficient, 2 for the weapon and 1 for the poison weather we spent that mana this turn or last turn it still totals 3 mana for a 3/2 weapon, the warrior gets this for 2 mana, but wait there's more! Unlike other classes where their weapons synergize with their hero ability, deadly poison actually has you make a decision on the turn after you use it: Attack something and dagger up, or do nothing and waste 2 mana. No other class in the game has to make this decision, when you have 2 mana you spend it on your hero ability.
Deadly poison isn't the worst offender of this though, we still have perdition's blade which has literally no synergy with Dagger mastery at all, once you equip the blade you don't use your ability for 2 turns.
Assasins blade is the worst offender here with 4 turns of ending your turn with that 2 extra mana.
What I'm getting at here is that the rogues hero ability or weapon cards need to be completely reworked to have some semblance of synergy and be more in-line with the other classes.
Also rogue is the only headbonking class that doesn't have any damage mitigation whatsoever.