I don't what the numbers mean, other than I can confirm that a larger number is equal to more.
However, I can give you the actual meaning of each of the WORD_WORD tags.
[MOLAR_MASS] refers to the Molar Mass of an object (how 'bout that!), which is, for instance, 1mol. This is an arbitrarily large number of molecules. That said, the meaning of this tag, being just an odd way of describing mass, will most likely translate to the weight of the item.
Now, these three should be explained separately:
[_YIELD]
[_FRACTURE]
[_ELASTICITY]
What I remember from my my sciences classes, what these values correspond to is the minimum force applied to achieve that effect. When the yield number is exceeded, the object will deform. Bent swords, if you will. I think this mainly determines denting in skin and armour and such?
When the fracture value is exceeded, the object will break, snap, whatever. If the yield and fracture values are the same, it will break, but no bending will occur, when that point is reached, and if they are different but the force exceeds the fracture point, it will still just break.
The elasticity value determines, if you will, the object's ability to absorb the force in question by moving with it. Thus it is a defensive value.
Let's bring it all together with a completely made up example (which may or may not be an accurate model of the game's physics):
Let's say you apply a force to your object, which has a yield value of 1M (one million), a fracture value of 2M, and an elasticity of 1K (one thousand). Your force is 2.01M, thus exceeding the fracture value. Normally, this means the object will break. However, let's suppose that this elasticity is enough to reduce your effective force to 1.99M, the object will merely bend or dent. Thus, elasticity forms a buffer against the full force of an attack.
Okay, now the types (yeah for a basic (AND I MEAN BASIC) engineering class!):
(Note, a mathematically impenetrable article on wikipedia called: Stress (Mechanics) - discusses exactly how these work. I'm just giving you guys the simplified explanation I got.)
[IMPACT] - This refers to blunt force delivered instantly. As in, two objects colliding. A hammer blow.
[COMPRESSIVE] - This refers to blunt force delivered over a long time in the center. I can't think of an in-game example, but a real world example would be leaving an anvil on top of of your sword. Wikipedia provides another example: Holding up a roof tends to shorten columns over time due to compression.
[TENSILE] - This refers to stretching force. A spider's silk has the highest tensile strength, supposedly, known to man. It can hold more weight from one end than anything else.
[TORSION] - This refers to twisting force. Doing that thing where you grip someone's arm tightly and pull their skin in two different directions. May also affect the difficulty of ripping someone's head off by twisting. . .
[SHEAR] - This is force applied in two different directions.
Like so (the arrows are force, the | is urist mcdeadguy):
->|
|<-
[BENDING] - Exactly as it sounds, this is when something thin and easily misshapen (like a bar) has stress applied to one end, causing it to bend.
Therefore, the three values determine what the minimum force applied to an object needs to be to reach a certain result.
Bones and Adamantine are very BRITTLE. This is accomplished by having very low elasticity. However, these are also absurdly tough, no? It isn't cut and dry.
[BENDING]