I think what I really miss is that in previous editions, the "design space" for weapons was vastly, and I do mean vastly deeper/broader than it is with 5E.
In previous editions, weapons could have really different properties, and things like Exotic Weapon Proficiencies and Proficiencies which let you wield weapons in different ways vastly expanded what could be done with weapons.
With 5E, Feats are out as a default, so that's all out, and the weapon design space itself is a hell of a lot narrower, with weapons having far fewer properties (like no crit range, narrower range of dice actually used, far, far fewer bonuses/penalties, etc.). Damage type also matters less in 5E than almost any editions.
It's not wholly a bad thing - it's made the game a hell of a lot easier to balance and less of a ridiculous journey in terms of the weapons a lot of PCs wield, but I do miss the much greater design space allocated to weapons in earlier editions (even stuff like RC D&D or 2E had a bigger design-space than 5E, I'd argue).
Specific weapons I can take or leave, but there being more weapons, more approaches, even if not all of them are truly viable, I really enjoyed (despite largely playing PCs who used "normal" weapons).
Though I do love a good Bec de Corbin.
Although, on the other hand, a number of said weapons can be easily handled by 5E's refluffing encouragement and adding a few properties onto them.
This is true, but 5E can't handle it, because with the lack of Feats, or any other way to mechanically control this, and limited design space, you just end up making objectively superior weapons.