I personally think that most of this is exaggerated: if you really want a complete list of weapons and armours categorized with damage and effects, just take a D&D3/Pathfinder manual and you'll find everything there. I agree that the objects should be categorized better, but this game was born with a simple idea, and this way it should stay, IMO. Weapons like flails, whips, chains, and all of this complicated weapons just have side effects that this game can't control (yet!), like tripping, bashing and disarming, so they are unnecessary, for now.
The
Light,
One-Handed and
Two-Handed type of weapons with the
Blunt,
Slashing and
Piercing type of damage are more than enough to satisfy the need of customization of the players (and the developers!). And this already opens new ways like "which type of damage is best suited for a specific type of monsters?", so why be so complicated? And a monster could be just resistant to damage unless the damage is piercing/slashing/blunt.
For supernatural creatures (like demons, elementals, and so on) the type of damage could be holy/unholy/fire/ice/electricity/acid: magical creatures <==> magical weapons...
