With this post, I tried to point out that we could have 10 or so weapons that would continously get better (tiers would be mat used). Each weapon would have strengths or weakness (passive stat changes).
Kenata's Weapon Mod is also an excellent example. https://forums.elementalgame.com/400876 Her(?) example gives 1-2 abilities to each weapon. I think this is an excellent idea and if combined with tiers of mats, an excellent combat system would be created. This way the "Spear" could always be effective so long as you have the "up to date" version.
yes, one of the problems with weapons in the game at the moment is the lack of distinction between weapon type and weapon quality. it's not just a problem with unit design, but also with adventuring: the magical sword of the sovereign for example, is inferior to many similar (yet mundane) weapons that the character can research by the midgame.
spears for example, should always be a great infantry weapon even if they are a mundane tech. their quality comes from the fact that they are great defensively, especially against charging units. similarly, a lance is always a fantastic weapon for heavy cavalry, allowing the momentum of a charge to be focused. the base stats of weapon types need to be devised and hard coded to make them effective in the situations they're supposed to be effective in (i say stats because in my opinion, real game mechanics are much better solutions than gamey special rules that people have to look up). you can then start making magical versions with slightly superior stats, but their role remains the same.
stuff like
early tech (primitive):
dagger: low damage, iniative (attack speed) bonus, but largely ineffective beyond early game
spear: low damage, low cost, strikes first vs. enemies charging from front/front diagonals
crude bow: low damage ranged weapon
moderate tech (roman era):
short sword: moderate damage, small charge bonus
short bow: moderate damage, equippable by mounted units
high tech (medieval era):
longsword: high damage, charge bonus
longbow: high damage
lance: cavalvy only, high damage, huge charge bonus
late tech (late medieval/renaissance):
pike: moderate damage, two handed, strikes first vs. enemies charging from front/front diagonals
double handed sword: two handed, very high damage, charge bonus to damage
this way almost all weapon types remain effective throughout the game, yet there is plenty of scope for magical/improved versions of the same type.