Due to the nature of DnD core its tropes and builds, weapon types rarely count. Enchantments, especially at higher levels, are what count. Your weapon damage die and type rarely count, and the game does not really favor wielding different types of weapons.
Personally, I dislike that. Holding a greatsword, a greatclub, a kukri or a spiked chain should make a difference. While these weapons have some innate bonuses to match their uniqueness, they are pretty limited and rarely worth the effort required to be able to use them (mostly talking about spiked chain and other exotic weapons).
Also the game's build strategy does not help with this problem, as most martial classes rely on mastering a weapon and dismissing the use of all others.
Tome of Battle fixed that to some extent, but the problem still remains. Wielding a greatclub instead of a greatspear should have some difference, since one is more likely to impale and the other to stun/knockback foes you hit. A greatsword is likely to damage and wound foes that will bleed, and a greataxe may chop a limb or cast bleeding wounds. There are advantages and disadvantages weapons hold that are not portrayed by the damage type. When I play with a martial character, i want to feel an impact from my weapon choice, or the need of different weapons for different challenges (this is partially done by DR/type_of_damage). A spear for example, in the right hands, could impale people, a greatclub could stun or push people back by its might and momentum, a greataxe may chop limbs (too much of a mech change i know) and a katana could deal bleeding injuries. I want a mechanic that will make me feel that my weapon of choive matters, that it actually gives me an advantage or a disadvantage, not that it deals 1d10 damage.
Are there any rules - homebrew or official in nature - that would tactically favor the use of different weapon types, and give a more realistic approach to weapons?