It's a very recogniseable theme in many heroic-style fantasies-bad ones in particular-to have elaborate, often oversized and unrealistically flanged/spiked/studded/bladed weapons, often with crazy-to-the-point-of-laughable modifications.
This isn't that.
But, it does give a nod to the historical idea that before industrialization, each weapon was forged individually, and often quite uniquely, incorporating both the abilities and style of the smith, and the desires of the customer-warrior.
This thread is kind of meant to go along with my 'New Weapons Based on Skill' thread, and is a suggestion that it be possible for our dwarfs to forge non-standardized "customized" weapons, that may have additional spikes or hooks, that are heavier or longer than average (in order to accommodate larger and stronger fighters), etc.
The way this could work is that you could order your dwarf to create a weapon of a given type (shortsword, spear, battleaxe, whatever), and then be able to customize it, which would require more time on the part of your smith, and maybe some extra resources, as well, but allowing you to "build" a personalized weapon, with additional or different features.
Some customizing examples include:
Adding different types of hilts to a sword, such as adding a basket hilt, a double-hilt, or a weaponized pommel (made heavier, or with a skull-cracking spike),
"Serrating" the blade of a sword or knife, to create more ragged, harder to heal wounds--makes sharpening the blade a lot more difficult, though,
Adding a hook, or a hammer, or even an additional blade, to the "back" of a battleaxe, to give it a double bit, or the ability to pierce armour,
"Bearding" the blade of a battleaxe, to give it a larger cutting surface,
Adding a spike or two to the center of a battleaxe blade, to give the blade better armour-piercing capabilities, and to create more vicious wounds,
Adding a spike to the butt of a spear, or reinforcing the spear's shaft, or adding some "horns" to the top of the shaft, to prevent impaled enemies from climbing up the shaft to attack you,
Adding the same to the blade of a 2-handed sword, for the same reason,
Adding a third blade to a spearhead, making it triangular in cross-section, and both reinforcing the head, and giving it better piercing ability, while reducing it's cutting power,
Adding barbs to the head or shaft of a spear, turning it into a harpoon,
Adding spikes or flanges or blades or studs to the head of a mace,
Making a mace heavier by giving it a core of lead,
"Weaponizing" the butt of a crossbow, with a metal cap,
Cutting 1-3 bloodgrooves into the blade of a sword or a knife, in order to reduce the weight,
Adding a parallel spike to the haft of a battleaxe, so that it has some stabbing ability (can be done in tandem with adding a spike, hammer, blade, etc. to the "back" of the axe),
Attaching flanges to either side of a spearhead, making it more like a trident or a ranseur/spetum/spontoon,
Filing "cletes" into the head of a warhammer (so that it looks like a meat-tenderizer), improving it's armour-destroying capability,
Giving a sword or axe an "ergonomic curve", so that it's better designed to follow, and work with, the shape of the wielder's arm (as in the yataghan, and certain battleaxes),
Reinforcing the shaft of an axe, or mace, with metal strips+studs, to help keep it from breaking,
Adding a rope or leather strap to the butt of a axe/mace/hammer, to wrap around the wielder's wrist, and keep the weapon from easily being disarmed,
Making the handle/haft/shaft of a weapon out of solid metal, making it much more difficult to break the weapon's handle, but increasing the overall weight,
Making the weapon longer or shorter, heavier or lighter, in order to "fit" it to the intended wielder, improving the balance, as well as speed (if lighter and shorter), or damage (if heavier and longer), but significantly increasing both the time and the cost.
Gems and other decorations could still be added, ofcourse, and customized weapons might have an improved value, based on the extra time, materials, and effort put into the item.
Certain improvements-like certain types of weapons-might require the improved skills of a more experienced and talented smith.
I think this would go along well with the new way that bodies will be put together (if bodies are going to be made out of many different, separate parts that still all manage to relate to each other, and form a system, why not apply the similar principles to the weapons that are designed to injure and kill those bodies?), in the coming update, and could perhaps better harness the more complex materials attributes and wound system we're getting.