run PickupInventoryItem(16)PutItemInBackpack() PickupInventoryItem(17)PutItemInBackpack() Set all slots except the weapons to ignored, give the set a name (e.g. This can be circumvented by using an equipment set: With the weapons equipped, go to the Equipment Manager (third tab of the Character Information flyout) and create a new set. However, using /equip twice doesn't work if both items have the same name. I assume you meant some variation of Butcher's Bloody Cleaver, not Butcher's Cleaver )
Unequip will fail if the main backpack (the first bag) is full. The macro will have a green border when the item is equipped. run PickupInventoryItem(16)PutItemInBackpack() The item name has to be changed as well, of course.
The following is for a Mainhand weapon, for a different slot, change the 16 to a number according to this list.