I think details are the best and worst things about gaming.
Years ago, I wanted to compile a list of tastes, scents, viscosity, textures and other similar traits and then apply them to potions. Maybe apply some logic to them, such as healing potions being horrible tasting, like medicine back then, but good for you. Yet, poison being quite pleasing. Saying that a plant growth potion tasted like spinach and was gritty. Then, the point was that once they learned the list, they could do that on their own.
The problem was two fold. The idea was to create these details and try and help the characters guess what they had found. But once the players knew, ALL of their characters would know, unless I redid the lists for every group. Suddenly, as I am doing this list, what could be fun the first time, is going to drag on for every campaign after it. So then I have created a process that starts being tedious.
The other problem was that it was magic and I was applying logic to it. While I could make it that all type X potions looked and tasted the same, there is no reason to do that. The Dresden books have great examples of why potions would be different based on the person who made it.
In the end, I am usually bouncing a lot of things in my head about NPCs, where the PCs are and usually it's too much! The last thing I need is more to track when the players are pretty good about it. So, like Morrus above, after twenty years, I finally said forget it and started telling them everything so they would know what their character has, and then leave it up to the player on how they played the discovery. There are exceptions to this with artifacts or the like but otherwise it's just easier to tell them the game terms.
edg