Rather than exactly generating weapons, you could have civs pick randomly from a pool of weapons. Like, you have the raws for katana, arming sword and khopesh, and the civilization picks one at random.
Personally, as a weapons enthusiast, I'm used to encountering terms like dao, mambele, urumi, tuck, flyssa, nagamaki, and so on, and needing to figure out what they mean, so it wouldn't be that bad, as long as you can easily read a description of what the weapon is. (hopefully, not as painful as the instrument descriptions) It would be interesting to have weapons that are calculated based on their construction, like if you can say, this is a dwarven splurg, a sword with a medium curve, one-sided blade, 4 foot blade, 2-handed handle, minimal guard, 1500g weight, and each of those things means something to the simulation.
If you were to implement randomized weapons, there should be some sense of evolution and adaptation, not just randomly assigned. For example, the Chinese two-sided sword, jian, became the one-sided saber, dao, which was adapted by various other cultures, becoming the Japanese katana, to the east, and the Mongol cavalry saber to the west, which then became the Turkish kilij, Arabian scimitar and Mughal/Indian Tulwar, while in China, it became the thicker modern dao, pudao and dadao. Or in Europe, the ancient and early medieval period saw a lot of bladed weapons in a time when armor is relatively uncommon, but as platemail becomes the norm in the late medieval and early renaissance era, we see more maces, hammers and picks for defeating armor. Or in England, farmers going to war use their billhook tools turned into polearms, this becomes a national weapon of England and a symbol of English pride and prowess, so they keep using it well into the late medieval period when the rest of Europe is using pike formations. (similar story about the ancient egyptian khopesh)