I have always like the idea of specialty weapons and armor. I was planning out a game, and here is what I did for specialty. Also, you can substitute weapons for armor, magical devices, almost anything.
First, you must craft the base weapon. You gather special ingredients, (either bought or quest items), take it to a specific remote place, combine the items to make the weapon.
Next, you proceed to do \'rituals\' that modify the weapon. If you \'bind\' an item to you, it holds any \'magical\' or holy properties only when you wield it. If you advance the bind to the next rank, you can summon the weapon after it drops after death. There should be many rituals that any item can do. If you do ice rituals, you cannot do any other element rituals. If you do this, you keep a relatively small amount of weapons around, and they \'grow\' with you. Maybe one ritual you can give your weapon intelligence, (says things on critical hits, etc). Another one may imbue it with a spell that can be used every 6 hours. There is a billion options out there.
Now if you had an ice weapon, but you wanted a poison weapon, you would have to craft a new weapon. This means you would have a lot of different weapons either on your person or in your house.
Another good thing is that people wont be camping for a new weapon non-stop. If they can aquire needed materials from multiple places, (obsidian from the desert, silver from the mines in the north), people will be spread out enough where camping wouldnt be an issue.
I really hope devs are reading this. I think these are some great ideas. Please comment on this everyone. I would like to hear your opinion.
Thanks!