Having considered it today, I think now that I would only want to use an extremely simple couple of rules to put this into play in any game of mine (basically nowadays I want any mechanical rule to be outright memorizable). From a gaming perspective, almost the only thing I need is some boost against plate armor from maces and flails (and whatever else concensus opinion holds as being specialized for cracking plate).
A little research seems to suggest the following qualities for the different types of armor (note that I am discarding shields as creating any distinct types):
- Slashing: Hand axe, sword, battle axe, 2-handed sword.
- Piercing: Dagger, spear, pole arm, lance, pike, arrow.
- Crushing: Mace, morning star, flail, halberd.
Now, I'm not planning on actually using this right now. But if I did want to give a taste of different weapon effects (this in combination with variable weapon damage, and the effects of reach for pole weapons, giving a nice cross-matrix of capabilities), it's about how I'd want to do it, unless there's something really glaring that it turns out I'm missing.
Update -- Weapon Classes.