There's already a sort of a distinction between aesthetic and structural quality. For example, a well-made sword is valuable exactly because it's well-made. It's well-balanced, strong, and perfectly polished. A sub-par sword can have similar value if it's sufficiently improved - engraved, encrusted, etc.
I don't think the notion of "aesthetically pleasing shape" is going to appear in any near future, but it's definetly possible with just RAW definitions. It'd blow up the item definitions though. There'd be several dozen, quite likely more, shape and appearance definitions. For every item, there are certain fixed qualities you can assign - size, length, blockiness, roundness, smoothness/roughness, straight/curved/wavy/jagged lines, reflectivity, transparency, anything else you can think of. Each creature would have certain ranges of preferences, which would determine both what things the creature likes, and what things it does. Hobbits like things small and round, for example, so a door or a tunnel made by a hobbit would likely be small and round. Their swords would likely be similar, and thus not too effective. Dwarven swords would most definetly be straight, broad and pointy, but may be a touch short. Human swords will be long and straight. Elven swords are long and thin. But since these would all be ranges, there could be some dwarves that like long things. Or humans that like curved swords. Or elves that like axes.
These descriptors would then have to flood out into a completely different concept, specifically an "item class". You'd have an axe class, a sword class, a door class, but within all these classes, the game would assign labels itself. Human swords would be like longswords. Dwarven swords like cleavers or cutlasses. Elven swords like katanas. The game would assign these items names based on how they look, but these would also have to be defined by the RAWs. If you have a "shortsword" class, then a curved variant would be called a kukri. A wavy dagger could be called a kris.
Then again, it's entirely possible for the game to call items its own names. Especially in the case of artifacts, which could completely ignore conventions in regards to making items.