My focus is more on getting the physical interaction right, though acid's hardness bypassing mechanic was taken account in the discussion.
Copper is harder than silver. More importantly, it pretty much across the board has higher shear strength and resistance to deformation, and not by a little but by a lot (50% or more higher). I have no idea what 'alchemical silver' is so I would not use it as a reference point. I think the more appropriate reference point is iron. Copper has very different properties than iron, but overall I think 75% of the hardness and 2/3rds the hit points is reasonable. I don't think it is reasonable to classify iron and steel as the same material, but that's a different problem.
I use Alchemical Silver as a reference point simply because the book does. It's described in the DMG as the silver alloy used to make "silver" weapons. That is, it's hard enough to hold an edge and take a hit in combat.
That alone makes it harder than even the cupranickel alloys used in coins, and much harder than straight copper.
Brass refers to too wide a range of materials to say anything definitive about it. Some of them are softer than copper, and some of them much harder.
Bronze varies from about the strength of copper to roughly the strength of a steel depending on the quality and exact alloy.
Agreed, though one could presume that the Bronze used to make the classic Gladius (Roman short sword) would be an alloy hard enough to make a useful blade.
Modern Bronze alloys approach the strength and resiliency of some steel alloys, particularly when you add phosphorus (Phosphorus does for Bronze what Carbon does for iron, making it possible to harden via heat treating.) This is, however a strictly modern adaptation.
I think you misunderstand what I'm saying. Both a spear and a battle axe do base 1d8 damage. Each is equally effective at damaging soft tissue. In terms of game mechanics, each is equally effective against wood as well. But as a practical matter in the real world only the battle axe is going to effectively deal damage to wood because the mechanisms involved in dealing the damage are very different. Soft tissue is very vulnerable to piercing damage, but wood is very resistant to it. A spear, which relies on tissues inability to resist being punctured, doesn't have to deal a heavy blow, so is fairly terrible for chopping on wood regardless of how effective it is as a weapon against a person. An axe on the other hand deals the same sort of blow that is necessary to split the grain of wood and sever and splinter it. If your goal is high verisimilitude in the interaction with objects, hardness alone does not account for this difference.
Not exactly a fair comparison. The axe was originally designed to cut wood, and the spear to penetrate flesh. A solid spear or arrow strike may well penetrate deeper into the wood that the axe blade, but the axe cuts a broader swath of damage.
Should we make damage adjustments in game for piercing v bludgeoning v slashing damage, based on the material? We could. I don't think, personally, that the added complexity would be worth it.
In game design, you are looking at three goals: Realism, playability, and believability. A combination of either realism or believability with playability is good, but playability must always be present. There are realistic results that often run counter to what our gut reaction says should happen, but rules that adopt either or both of these, but aren't practically playable, are a failure.
It is, but only for cases where you are using the tool for its intended purpose. I would for example ignore degradation of an axe being used to chop wood, because the tool is designed to do that. If you took a spear or a sword and tried to chop wood, then I tend to handle that by apply the damage you inflict to the tool as well. If this damage exceeds the hardness of the tool, then you inflict damage on the tool as well. That isn't particularly hard to keep track of, and it doesn't come up often because it tends to cause players to simply not try to damage an object with an inappropriate tool. No more chopping through 10' of stone with your basic longsword, which is perfectly feasible in the RAW. By my rules, to do damage to the stone at all, you'd have to inflict so much damage that you'd be guaranteed to also damage your sword. Now of course, you could have a +5 adamantium sword and maybe that stone wall doesn't stand a chance, but now you are superhero probably, so chopping holes in stone is just something you can do.
I can hack firewood with a sword and dull the edge no more than I would dull the edge of an axe. I can chip away at firewood by digging in it with a spear point the same way.
The axe, being designed for the job, will cut the wood faster than the sword. The spear, not being designed to "cut" at all, is going to come in a distant third.
But steel blades have a greater hardness than wood. If I were to integrate weapon degradation rules, I'd have it based on relative hardness. The softer material, based on that hardness rating, would suffer "degradation".
Your comparison of the axe to the sword is interesting though. Perhaps there needs to change of phraseology, where we change the "Slashing" designation to "Cutting", and then subdivide that into "Slashing" and "Chopping", when it comes to relative effectiveness against various materials.
As for the +5 Adamantine longsword v the stone wall: Under current rules, that blade is just short of a lightsabre against that wall. It ignores the stone hardness completely, and just carves at it as if it were thick clay.