Personas totally change the game. It's crazy how much epic stuff you can do on the wrong class (sometimes all of an epic) and then persona to the proper class and use it. So as long as it's a persona of your main, you can get most (all?) epics at level 1.
If it's a box, that's different, and every class has a different level they can get an epic at. The devs didn't have all the flags and tools that they had later on for Epic 1.5 and 2.0. The Kunark epics seem to only be limited by faction* and level. For example it's level 50 to do some of the bard epic turnins and 36 to do the final turnin. So you can have a 50+ character do pretty much all of the epic and then hand the last few items to a 36 bard who can hand them in. I messed up by having my bard loot some nodrop items rather than my main, so I gotta wait till bard is 50 to actually get the epic even though the quest is done.
* - In a persona situation, the faction requirements are usually either Truespirit or the initial guildmaster robe turn-in, weirdly enough. So have a 60 character with decent Truespirit (and an unfinished epic) and they can knock off a few of the others. Check your Overflow Items for guildmaster robes for your other personas and have the 60 character hand those in to the appropriate GMs. Human is a good choice for the 60 character's race since they can be (almost, no shaman) any class and you won't have to worry about KOS cities. Grats, you can now do any epic you want and use it on a level 1 persona. As for Truespirit, you can do the Peg Leg thing which requires going from Freeport to Butcherblock and charming a wolf, and that'll get you 100 Truespirit which is enough to do most quests.
For the second question, it depends on what weapons you have. If you've got two really strong 1H weapons, dual-wield is better DPS. If you've got one really strong 2H, then use that. It can go either way really. I prefer dual-wield myself because it looks cool. Dual-wield is also better for aggro, so if you want aggro, go with that. Also, 2H is useless before level 20 except for skillups. Weapons have their damage capped until level 20, as in, 2HS will max out at like 24 per hit while 1H is maxing at like, 19 or something. Doesn't matter if the 2H is actually 3x as strong as the 1H. 1H will pretty much always do more damage pre-20.
After 20 they lift the cap (somewhat) and 2H suddenly does huge damage. I think at 30 they lift the cap the rest of the way because I remember there being another jump there. But either way, at 20 you get a big jump for 2H and it becomes viable. I remember back in 2004 running a TStaff on a twink monk and going from hitting for low 20's to hitting for 70 when I dinged 21. It was a pretty awesome moment and that's how I found out there was a cap.