Those are nice to propose individually, but the original idea is centered on that being attributes, more effective cutting and picks would actually
require changes to happen to the materials in the game so isn't really relevant to your alloy. A flat change to have a
[efficient] axe or pick modified type could improve mining/cutting speed for less required skill and be produced separately to normal axes & picks out of any available material.
- The production of steel objects is not limited to the material, its limited to the availability to steel, you can still obtain & use metals out of prepared bars to produce weapons, for example if you made a adventurer drop off steel bars at a fortress site or raided a dwarf fortress as a non-fortress race, a copper/iron working race could make a exotic attribute weapon like a [sharp] halberd out of that steel bar
Copper picks materially is the same as steel for its digging action, but is more blunt for
combat which is the only differentiating feature besides
weight &
heat resistance, any amount of new metals made via alloys, modded in or generated would only affect the underlined features, so the idea addresses the prefixes because masterful weapons & armor are already more effective than quality materials even one level lower like exceptional being worse. High level masterwork armor has additional deflection chances.
One could research methods to increase sharpness of bladed weapons and trap components, eg an axe or making a pick just a bit better for mining faster... and another idea, researching centre of balance of a given weapon type eg a hammer or mace to allow greater force at impact point or with a sword to allow faster movement as the haft and blade ate centred well
That's what it's aimed to do, (Θ☼sharp masterpiece steel sword☼Θ) etc.