Sorry for the radio silence, I was away for 72 hours.
Ischaldirh wrote

Why are there multiple SecondaryMaterialConfig choices?...
Also on the possibility part, I think a better option than reducing the knight sword's possibility, might be to raise the long sword's. (Better still would be to do a little of both.) My reasoning being, by raising the lesser weapon's possibility, you're also helping it come out more frequently vs other high-powered weapons (and any that might be added in the future). Of course if you do that, you'll have to raise other low-power weapons' possibilities accordingly as well... I dunno, it's tough. Might be a better option to just add some other items at or below long sword power level: falchions, war picks, clubs, and the like.
The secondary material configs are a hangover from LIVAN, and I haven't changed them since.
For the more powerful meleeweapons that lampshade introduced (like TIP_SWORDs etc) these could remain
slightly more powerful than traditional weapons, but with a higher than normal EnchantmentMinusChance when unbroken and EnchantmentPlusChance = 0; when broken. This would have the effect that the player is forced to make more investments (scroll of enchant weapon, scroll of repair or otherwise) to make those weapons viable.
The ratio of (BrokenPossibility / Possibility) for the canonical meleeweapons is about 0.1 so Lampshade's weapons (and any others for that matter) could be leveled out according to that. Maybe broken KNIGHT_SWORDs should be more prevalent than normal ones?
I agree that more low-power weapons could be added, like stone-aged weapons. Revisiting those outrageous weapon material choices is a good way of controlling things as well.
chaostrom wrote

So I wanted a look at all the new items and such.
New game
Name WHAT
"X"
Enter New Attnam
"$"
Crash
It's happened every time so far.
This bug has been around since LIVAN as well. It stems from the bug where wishing for a flaming long-sword would result in a crash.
You wouldn't believe it, but it is a one-line script file fix. To fix the bug, add the line "IsAbstract = true;" in the following way to item.dat:
...
flamingsword /* meleeweapon-> */
{
Adjective = "flaming";
BaseEmitation = rgb24(150, 120, 90);
[color=#008080]IsAbstract = true;[/color]
Config LONG_SWORD;
{
...
Have fun looking at the items.
A more puzzling matter is when a dwarven gas grenade filled with whatever, is offered at the altar of Dulcis