CCP should change how they plan to implement melee weapons. If they do intend to release racial knives, the only way for them to be really effective due to the constraints of being a knife (low reach) is to make them have high alphas... but this makes them redundant.
Gallente - The Gallente are CQC experts, their melee weapon should focus on inflicting a high amount of alpha to quickly kill their target.
Caldari - The Caldari are not CQC fighters by choice. They want to take out their enemies at greater ranges to minimize their own loss. Their weapon shouldn't be focusing on high alpha because that would mean they had to get through everyone else's preferred combat range to use it. Their weapon should be a support tool that lets them more easily return to their comfort zone.
Minmatar - To reflect their nature, the Minmatar weapon needs to be fast, brutal, and pack a wallop.
Amarr - The Amarr have a stand and deliver mentality so their weapon would focus on fighting no matter the odds.
Using this understanding of racial traits, I feel the melee weapons should be as thus:
Gallente - Nova Knives - The nova knives role of high alpha, low reach meshes perfectly with the Gallente. Reskin them to be more Gallente-like and they are done. The base damage may need to be decreased (with charge damage staying the same if not increased) so the Minmatar weapon can shine has the brawler's weapon while the NKs remain the assassin's choice.
Caldari - Stun Baton - Rather than focusing on damage, the caldari weapon would having a stunning effect (decreased movement speed and turn speed) while also disrupting the enemy's HUD which would make chasing a fleeing stun baton user fairly difficult. This allows the Caldari to return to their preferred greater ranges. Would still be effective against a single foe by stunning and switching to a more powerful weapon or using the enemy's reduced turn speed to avoid their line of fire as you beat them to death but they would have a higher TTK than other melee weapon and be very unsuitable for killing groups of enemies. The Stun Baton would have greater reach and rate of swing than the nova knives so that it can be used to quickly hit 3 or 4 enemies in close proximity to each other and still have time to flee. Also, it should be telescoping, because that is awesome.
Minmatar -
Khumaak - Fortunately Minmatar lore provides the perfect weapon for them. The Khumaak was once an Amarrian ceremonial item but is quite effective as a mace, one of the most brutal weapons to ever come into existence, as Drupar Maak's master learned. The Khumaak for use in actual battle would be modified from the original relic design to be more suitable for combat while still retaining enough of its original appearance to keep its symbolic nature (but it does need a good coating of rust). The Khumaak would having a high base damage, high rate of swing, and have a bit of a knockback effect similar to the MD's to make hitting a Khumaak wielder more difficult.
Amarr - Laser sword - What could be more Amarrian than a giant golden laser sword? The sword would have a fairly slow swing speed and rate of swing but would have a high base damage and a large reach. In addition, anyone hit by the sword would have a DOT armor burn. With these elements combined, the sword should be effective at making a CQC last stand that would finish off weakened enemies and make those who live limp away regretting the encounter.