Under the new regime, we use a translation scheme, by which a particular crafting recipe translates “Modifiers” in the incoming crafting material to its own outgoing values, and through such sequences the raw inputs from the base of the crafting trees can be propagated to the eventual leaf-node end products, end products which will then effectively carry their entire crafting history with them. An “Axe Head”, for example, has a “Sharpness” modifier, which it creates by looking at “Hardness” and “Malleability” modifiers in the incoming metal, and which all metals then have to some degree or another. The finished axe, in turn, can do whatever it wishes with the incoming “Sharpness” value, and this varies per axe type, but usually it propagates by some factor into the various damage types, for example “Slashing Damage”, or “Piercing Damage”. The beauty of this is that, rather than adding in an axe head per metal type, we only have to add the axe head type (e.g. “Cleaver Axe Head”) once, and then have its actual values qua “Golden Cleaver Axe Head”, calculated from the metal that was used in the concrete crafting instance.
So, for example, a Hawk Axe Head made from Copper would be lighter and sharper than one made from Gold, which could increase the “Slashing Damage” of the axe made from Copper, but at the same time the axe made from Gold would have a higher “Crushing Damage”, as “Crushing Damage” is heavily dependent upon the weight of the weapon, making your optimal choice of axe heavily dependent on the enemies you plan on encountering. Not all enemy encounters are planned affairs, so perhaps a more balanced axe type could be the go-to choice? Then there are the considerations of the peaceful application of axes as crafting tools, so other dimensions would also come into play when considering what best to put in the hands of your stout little wards.