I've been working on a weapons system, mainly for gladiator games. Could be rebalanced for other purposes.
Weapons are divided into multiple categories, such as:
Edge : Contains all the sword-type weapons. This is pretty close to DF standards.
Pierce : Again, just like DF. There's more types of weapons, but they do the same thing. Stabby stabby.
Blunt : Guess what? DF standard again.
Note that weapons are categorized by their most powerful attack- sure you can bash people with a sword and stab with it, sure you can slap people around with a spear, but that's not what they're usually good with.
Secondly, you have type monkiers such as:
Exotic : Weapons that few wield due to there being few, it being impractical, or easier obtained weapons of the same type.
-The better and Exotic weapon, the fancier it will be. Decorations, engravings, fancy metal, deviations from standard build occur.
Vicious : Weapons made for slaughter. They feature serrated edges, multiple ways to strike, and the blood of generations on it's surface.
-Vicious weapons are built for killing. They waste no time in destroying armor, ripping flesh, and smashing bones.
Noble : Weapons made for heroes and crusaders. They feature superior build, blessings of priests, and religious significance.
-Noble weapons carry blessings that defeat the evils of the land. Noble weapons rarely, if ever, break.
Common : Regular weapons that are available everywhere.
Gladiators that ask for an exotic piercing weapon, therefore, could get a trident or a decorated spear. Vicious blunt weapons could be spiked clubs, a lit torch, even a mace with curved spikes. Noble blades could net you any kind of regular edge weapon with religious symbols and a blessing, and a common weapon is a common weapon.
Armor is... something else entirely. Going to have to come up with base stats for metals defense wise.