I was thinking, and I came up with a possible way to determine how weapon sharpness/durability/wear/dulling could be handled.
It would be decided by both the weapon AND the material.
Basically, each weapon's attack in the raws would have a MAX_SHARPNESS value, instead of EDGE or BLUNT. 0 would be a blunt attack, with 100000 allowing one to hone the weapons edge to something fit to cleave through stone. Each MAX_SHARPNESS would be unique to each attack on a weapon, to help realism. It would give double edged swords meaning, stabbing wouldn't suffer where your slashes grow weak.
In adventure mode, interacting with your blade would present you with something like:
The tip grows dull, the forward edge is as a razor, the head of the axe is pretty sharp, etc.
This could add another challenge to weapon smithing, requiring blades to be sharpened before being useful in combat.
How quickly the weapon falls from it's sharpened state would depend on it's material. A bone blade should be able to cut flesh just as well as steel, but it should dull/break quickly, even more so when used against harder materials such as stone or metal, where as an adamantine blade should never grow dull.
Perhaps rust would add a less-than-100% type deal to weapon sharpness.I.E. As rust begins, your sharpness is lowered to 99%, then 98%, down to as low as 50%.
Rust can be removed with sand, or sandpaper, if this is accurate to the time period.
This would also add another level to being careful in both DF modes. You would have to have your troops or your adventurer dry with cloth or protect with oil or fat their blades.
Also, individual attacks or materials as a whole could have a [NO_RUST] tag thrown in to make it.... not rust.
Of course, blunt weapons are entirely safe from most everything in this post, as you do not need sharpness for them.
Anyway, that's my suggestion.
EDIT: Facekillz has limitless ideas.
ALSO,
Possibly a sort of, SPEED_MULTIPLIER on each individual weapon's attack.
This is only when combat speed is added in, as this could get quite overpowered with the current systems.
Let's say a dagger had a multiplier of 3000 on it's stab and slash attacks, you would be able to attack three times faster than a longsword with 1000.
I'm looking at this being represented similar to velocity multiplier, with it being in the thousands, but it being technically X3.000.
This could help make formerly overlooked weapons be used more, as well as the most powerful ones, such as great axes and two-handed swords, requiring more timing to use to the best effect.
I think i'll revive and much improve one of my more criticized ideas next.
Weapon Multi-grasping being based off Strength and Size.
I said once, that a weapon's one-handedness should be based off a value, with this value being the weapon user's strength stat,
I.E. Superdwarven, Superior, Above-average, average, below average.
This needs to account for your creatures size as well as his strength, so let us go into that.
First, let's give each strength level it's value.
Superdwarven = 5
Superior = 4
Above average = 3
Average = 2
Below average = 1
Now, the weapon would retain it's [MINIMUM_SIZE] and [TWO_HANDED] tags, it would just be done differently.
Your size would be multiplied by your strength value.
So let's say a long swords [MINIMUM_SIZE] and [TWO_HANDED] values are 70000 and 140000 respectively.
This would allow a Below average human to use it multi-grasped, an average one with one hand, and an average dwarf using it multi-grasped, and an above average dwarf one-handing it.
Also, multi-grasping should be optional, simply toggled by using the 'I' menu on the weapon of your choice.
That being said, one-handing a weapon you are too weak to wield would reduce your penetration depth, attack speed, accuracy, and velocity multiplier. Multi-grasping a weapon you can use in one hand, within reason, should boost your penetration depth, attack speed OR accuracy, and velocity multiplier. The attack speed OR accuracy would be based on your race. I see a dwarf hacking away at things as fast as possible while elves would try to get the most deadly hit in. With accuracy, not strength, or spray and pray. Because elves are pansies. Humans would get a choice when they select multi-grasp such as 'focus' and 'speed'.
So with all these suggestions, let's compare a FacekillzianTM weapon raw with a current one.
CURRENT
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:60000:6000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
FacekillzianTM
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:140000]
[MINIMUM_SIZE:70000]
[MATERIAL_SIZE:4]
[ATTACK:70000:60000:6000:slash:slashes:NO_SUB:1250:1000]
[ATTACK:80000:50:3000:stab:stabs:NO_SUB:1000:1000]
[ATTACK:0:60000:6000:slap:slaps:flat:1250:1200]
[ATTACK:0:100:1000:strike:strikes:pommel:1000:2000]
[ATTACK:SHARPNESS:CONTACT_AREA:PENETRATION_DEPTH:VERB:VERBS:NOUN:VELOCITY_MULTIPLIER:SPEED_MULTIPLIER]
I love knowing my weapon raws because I can communicate these ideas in a form I deem efficient.