SilverlightPony wrote:To play "devil's advocate" here for a second, a lot of experienced tabletop RPG players consider D&D 4th Edition to be "Babby's First RPG", so, perhaps not a shining example of the best way to construct a system.
And a great deal of them also adore the system

No one system will ever be hailed as unanimously beloved, and even if you don't necessarily care for something, that doesn't by extension invalidate every design philosophy that went into creating the system in the first place.
But, seeing as they are nearly 100% subjective and usually quite mired in very heated and...err..."passionate" opinions, I don't think edition wars discussions much lend themselves to engendering a positive or constructive atmosphere when it comes to discussing game design. I'll just mention that the concept of keywords for equipment attributes in a game's source material isn't exactly exclusive to 4e, nor is it a new concept by any stretch. We already use it with FO:E, even, considering weapons have things like "silenced" or "scoped" or "unwieldy" or "unlucky" on the weapon list already. Those all affect how a weapon functions in battle, and for gryphon unarmed specialists, a "bladed" attribute on the applicable weapons would be just as useful to have since it directly affects whether or not they get to use one of their abilities to its fullest. Especially, as Godna said, there are either weapons that are ambiguously sharp (body spikes, bear trap fist, spiked knuckles, etc.), or weapons where you just plain may not really know what they look like or how you really attack with them (yao guai helmet, mantis helmet.)
I don't think either way it will affect the game
too terribly, but I agree clarification on this would be nice to have, since it may influence a character's weapon choice and would prevent future confusion or hold ups mid-session.