What is wrong with wooden shields? In real life the most of shields was wooden or covered by wood.
They are too cheap for what they can do. In real life shields had to be leather-covered or otherwise reinforced to hold up in combat, and still got damaged fairly frequently. In DF as it stands, that's just 1 log of wood. They do wear out in combat due to shield-bashing, but they also come with the benefit of very low encumbrance compared to metal shields, which overall makes metal shields unattractive as an option. Also, there's literally no reason to make smaller wooden shields, because, again, even the tower shield is very light when made of wood. Shields also have hardcoded trade value attached to their volume, which basically allows the player to turn wood into gold. All of these need to be fixed, but the only way to go about it is to remove the relevant item tags from basic wood. Which would call for creating new "fake wood" to give the elves and cavern people something to make shields out of.
Density of wood solve the problem: why papaya wood is bad for weapons, when dense wood is better.
None of the vanilla woods are dense enough to make for a decent weapon, unless the weapon in question has its volume rebalanced towards being made of wood (e.g. much higher than for metal weapons). There are three reasons why I don't want to add new weapons for it:
1) Weapon tweaking is probably the most labor-intensive part of the mod's development and I really wouldn't want to bloat it more than it already is. To clarify: each time I make some broad tweak to, say, stabbing attacks, each weapon needs to be tweaked into it one by one; 1 additional weapon turns into a miriad of additional steps when updating.
2) Artifacts. Sure, the chance of those exact "wooden" weapons being picked for a metal artifact is pretty low, but I really don't want to have a 10+ kg metal spear, even as just a possibility. Can probably be prevented by marking the weapon as "training", but then onto the third point...
3) Player has little control over which types of wood they have on the map - and, without some serious reaction clutter, as well as strockpile microing, would have little control over which types of logs are actually used in production. This discourages me from going into too much nuance between the wood densities. After all, realistically speaking, materials that are too light for weapons would simply not be used, whilst heavier materials would be made into different shapes and sizes to account for their density. This isn't something that can be easily reflected in DF, which rather encourages streamlining all wood into single product "fake wood" with universally decent properties.
If you make wood just sharper, you not boost nor shields, nor blunt weapons.
This is correct, but the deal is I would
like to have functional wooden blunt weapons - for the sake of common sense realism, if nothing else.
Also, this change will affect wooden weapon sets -> which I already plan to make non-available -> which is only possible through the removal of all wooden ranged weapons (hardcoded reactions) -> which promts creating custom "fake wood" for standalone wooden ranged weapons (because they're reasonable to have) -> which means I can use the same fake wood for other new wood-related reactions to reduce clutter and ensure universal balance -> which would allow me to remove/rebalance some elven-specific items, further reducing clutter. It's all tangled together.