Yep, I realize that. It would be far, far better to specify specific interactions where relevant (as in what you've given), then general reactions for a set of liquids (even if it's just mixing, but allows for more complex things), and then what it does if it drops below a certain temperature, or above it - magma and water resulting in the magma dropping below the temperature it needs to stay liquid, and hence solidifying into rock, and the water increasing above the temperature it boils at, and becoming steam. Acids, bases, and so forth would have to have additional stuff added to handle them, of course.
Setting categories is the key here. One should be able to say of an acid that it melts everything except gold and glass, and that it reduces itself by x for every item it melts (allowing for a super-acid which is not reduced - or increases for everything it dissolves - and hence melts down towards the bottom of the map as soon as it's produced. And someone would try to drown the HFS with it). Which still isn't perfect, because of the abstraction, but it's better. Substances would then have to be sorted into categories, but that's a bit easier. Alternatively would be adding a vulnerability to acids/bases to all materials - rock, wood, glass, gems, skin, and so forth. Immunities could still be specified, though - making gold immune to either everything in the acid category or only to specific things, for example.
This still probably isn't the best way to go about it, but I don't think that I'll be able to come up with something better.