Disarming and throwing sounds good on paper but how to program it in the engine?
That the opponent faints and loses the weapon is already integrated.
'Disarming' would be the extension in the script that the weapon does not land on the ground, but in your hitting hand. The fainting is not triggered.
Throwing, however, would only be the result of a stronger punch. I would call him the 'Six-Inch Punch' and he moves the opponent a field or two back, that's all!
The blank hand in the game offers many possibilities, theoretically you can define any effect that was previously reserved for weapons and items, also as a spell. But I would favor doing this without the many wands and occult items. Real magic is just a form of suggestion and telepathy, more Jedi and less Harry Potter!