Well, i will ask that you forget the posts above, i will restart here:)
The main idea is to add what i called real attributes.
The players will no see the damage made by a sword, or the defense of an armor. Instead they will see the real attributes...
Lets take the example of a sword, the sword will have two attributes(as anything in the game) the gameplay attributes, that is the damage and etc(also bonuses,penalty, etc).
The real attributes will be sharpness, weight, hardness, fusion point.
So, those attributes can be seem if the player have the right knowledge, for example someone that knows how to craft a sword can say if its well sharpen or not.
The weight will also affect the damage, so in this example, the damage is based in the sharpness and in the weight.
The hardness helps in the resistance, so if the hardness of a sword of good, it will not break easily.
The fusion point can help in the fire resistance, so if the fusion point of the sword is 150 C, if you expose the sword to a higher temperature it will start to melt, so you use a magic that enhances the sword with fire, if the fire have, dont know, 100 C, will not melt the sword, but if its have 120 C or higher, the sword will melt.
But some real attributes help, and some have cons(and some have both)
A sword that is heavy cause more damage, but will be harder to carry.
This principle can be apllyed on everything.
In the materials, you can have the combustion for example, so a wood material will have high combustion and so is weak to fire, but some wood materials will be weaker than others.
The metal used in the sword that i referred above will have almost the same fusion point, so, i higher fusion point sword will have a good fire resistance, but also will be hard to work on the metal(because you have to use a furnace that can come in this temperature, if a metal have a melting point as 200 C you have to use a furnace that can burn in this temperature.
This can be applied in other things, like the magic, the fire will do x damage in the gameplay attribute, but what we will know is that he can get at 150 C and have y range...
Also, we can apply something like this even on status, but this is discussion for other topic.
Other idea is that the methods can have parameters, so, you put a metal on the furnace, you have to choose the temperature parameter, in cooking, you have to choose parameters like quantity and even cooking time.
In the end, this will not do great changes in gameplay level, but will do a lot of changes in roleplay level, also, we can create a live world with science and everything...
Some players will say, hum... i have to make i fire resistance armor, so i will use this metal here... or something like, hum... this is a very dense metal, i can do a heavy sword with this... and you can combine and apply methods in the materials, so you can create new materials, with give infinity possibilities of items, something like: what happens if i fuse those two metals? Y will not have sure, not even the coders, cause will use a algorithm that create new materials based on the methods parameters and base materials..
Ah! one last thing, if someone approve this idea, i think that we can put scientists in the staff, like physicists.