Coredump said:I am viewing these as conscious decisions during the creation process. (again, that is just my flavor, others might do differently. The first hurdle was if they were balanced, and it appears they are.)
For the simple balance question, I guess I personally don't see a problem with it. You've made some good arguments that they can't be abused. My question next is, why are only magic weaponsmiths making the 'conscious choice' to include flaws. The overall premise you're presenting, as I understand it, is that for all purposes a flawed special ability item balances out with a standard bonus weapon. This makes it seem that for the benefit of extra special abilities you take the penalties as a reduction in costs. These reductions in cost, according to RAW, should make it easier to make. If that's the basic premise, including flaws as part of the process makes it easier to make an item with more abilities, why don't lots of items have flaws, not just weapons? Everyone likes ease of creation and would be willing to make sacrifices. Say I want to make a staff of fire that can cast fireballs and flaming spheres, but don't want to expend all of the XP and wealth to make one. Could I choose to make it deal cold damage to me when I use it so that it's easier to make? If not, why not? Like I said, if you just feel like using these weapons to fill out some gaps in your character magic items' power level, as a player I'd be asking for other items matched with penalties. The weapon creation mechanic makes this neat, but that's just a case of mechanics driving the story rather than being molded around it. *shrug* It's your game, but if I was playing in it, I'd sure find that fire staff a neat item and be asking for something like it.