First, there's a lot to the game so have fun on your replay
Agility build warriors do well in the early game when a few points of defense makes a huge difference. But overall, 1-H warriors outperform agility weapon warriors as enemies get tougher. It's not uncommon for agility warriors to become 1-H weapon users later in the game or on another play-through.
That being said, let's cover the basics:
1) Guild = Warrior's Guild.
2) Near Must Have Advanced Skills
a) Duel,
b) Battle Rage.
Duel will give you that extra damage in those longer fights. It adds up quickly. Battle Rage can break being stunned / paralyzed which is a lifesaver in a few fights. Plus, the increase in damage is a nice go-to for fights you don't need a Get Out Of Free Card for getting stunned / paralyzed.
3) Very Worth Considering:
a) Infantry Training
b) Body Development
c) Blood Lust
d) Heavy Hand.
Infantry Training. Infantry Training avoids critical hits, but more importantly, it protects against stun and paralyzed. Pairs nicely with Battle Rage. There are items that give similar effect so the skill is less of a must-have than before but having the skill does free up your equipment options (as well as some in-game choices sense you won't need to get the equipment). Blood Lust gives a nice attacking increase but I'm not blown away by it. Heavy Hand is a good spot to put extra skill points as the increase in damage is nice but rather skill point heavy.
4) Shield Expert is very helpful early in the game. The extra defense is over powered if you max the skill out ASAP. As the game progresses, the extra defense is less vital, but still useful. You'll also need it maxed for Infantry Training.
5) Whirlwind or charge, not both: For 2-H and 1-H warriors, the Charge + Whirlwind Combo Attack was quite popular with players, esp before the last wave of advanced skills were added to the game. It takes a lot of skill points to get both those skills up. Both can be useful for escaping a crowd but using either will reset your duel count. Thus, if you go duel route, you'll only be using charge / whirlwind as a first hit or as an escape. I'm inclined to go with Charge as it also allows charging across traps or through enemies blocking your way. In that way, Charge is the better movement skill. Even spending 1 skill point on Charge gives you the same charge distance as maxing the skill out, so might be a good spot for a single point early in the game.
Note: It might be better for you to decide which Advanced Skills you would like and than plan your build around the requirements. It might also help you determine if you like passive or active skills. Passive skills being the skills always in effect (duel) and active skills requiring pushing a button (whirlwind etc).
Other than that, standard game stuff applies. Get your Companion early. Griss can be gotten pretty quickly sense you don't need to kill anything (running is the better part of valor).
Options vary on which Companion you use. Pros and Cons on all of them. I tend to prefer Griss with even STR and AGL with a shield. Give her a few levels of Shield Expert, Fury and Cleave and watch her take crowd control. Just don't give her Bash or Whirlwind as her AI will make her use it at the worst possible times (like bashing the fire elemental INTO the fire pit, or knocking away the enemy so it resets your duel count). Keep in mind that once Griss Power Ups after the Castle quest, so she might need to be built to get the advanced skills of hers that catch your eye.
Hirge can make a decent powerhouse, even with the awkwardness of her using active skills (healing, Might, etc). She tends to use them at less than useful times,
Some people swear by Adaon and his high DPS and help with finding secrets. That's okay. Some people still think the world is flat. There's a huge overlap between those two groups. (Note: Adaon robbed you in your sleep, never forgive, never forget!!!!)