The forge and upgradable weapons

We have come to the point that coding this is a possibility, this could be tricky but i would like to keep the player interaction in this as simple as possible to avoid micromanagement.
My idea (old):
Traps/doors take a lot of time/workforce, once placed to build or to be replaced, blacksmiths start working on it asap, no traps are stored, they just produce the needed one. Meanwhile, when no trap/door is requested to build they are forging weapon upgrades ("upgrade points"), that are stored into a room called "Armory" composed of a weapons racks that gets fuller of weapons as more points are created (it would be a graphical representation of how many "upgrade points" are stored).
Any creature that can upgrade weapon and is dropped on armory (or maybe they check automatically? ) tries to update first, weapon then, shield; if the creature has a low level weapon and there is enougth produced "upgrade points" it will try to update weapon, to the best one affordable.
An Armory should be able to store a fixed number of "upgrade points" per tile, so a small Armory (3x3) can only store enougth of them to upgrade to a weapon a rank, while bigger ones could store enougth to upgrade a weapon to epic rank in one go.
Weapon upgrade levels became available after a research, ex: "Good" is open by default with Armory room research, "Masterful" is unlocked after a research in red tree, "Magical" after a reseach on blue tree and "Epic" requires "masterful" and "magic" researched to be unlocked.
Alternate idea:
After looking at the new forge/trap system, it can be made so Armory houses one weapon rack each 3x3 (like all rooms) but forge will create specifically the weapon that some kobold will drag from forge to armory. Each rack has enougth space for one weapon of each kind and quality. Ex: one rack houses a sword, mace, bow, shield and axe of "good" quality(because the others havent been researched), if a creature comes and takes a sword, the forge start automatically to create a new sword to fill the empty space, equally if you just created the armory, your blacksmiths will rush to create all missing weapons on the armory and fill all racks IF they there are no traps to make, traps would have priority over weapons.
So if you want to have ready a lot of swords you would need to create a bigger armory that has more racks, so each racks contains one sword (among the other weapons).
When you research a new weapon level, for example "masterful", each rack gains the ability to house one weapon of each kind of masterful quality (so each rack would hold 5 "good" and 5 "masterful") same for "magical" and "Epic"; so in the end each rack would house 20 weapons of four different qualities for 5 weapon types (4 swords good, masterful, magic, epic; 4 axes good, masterful, magic, epic...).
Its more complex and we will need to visually represent each existing weapon on rack even if by some model/code trick.
What are your opinions?
My idea (old):
Traps/doors take a lot of time/workforce, once placed to build or to be replaced, blacksmiths start working on it asap, no traps are stored, they just produce the needed one. Meanwhile, when no trap/door is requested to build they are forging weapon upgrades ("upgrade points"), that are stored into a room called "Armory" composed of a weapons racks that gets fuller of weapons as more points are created (it would be a graphical representation of how many "upgrade points" are stored).
Any creature that can upgrade weapon and is dropped on armory (or maybe they check automatically? ) tries to update first, weapon then, shield; if the creature has a low level weapon and there is enougth produced "upgrade points" it will try to update weapon, to the best one affordable.
An Armory should be able to store a fixed number of "upgrade points" per tile, so a small Armory (3x3) can only store enougth of them to upgrade to a weapon a rank, while bigger ones could store enougth to upgrade a weapon to epic rank in one go.
Weapon upgrade levels became available after a research, ex: "Good" is open by default with Armory room research, "Masterful" is unlocked after a research in red tree, "Magical" after a reseach on blue tree and "Epic" requires "masterful" and "magic" researched to be unlocked.
Alternate idea:
After looking at the new forge/trap system, it can be made so Armory houses one weapon rack each 3x3 (like all rooms) but forge will create specifically the weapon that some kobold will drag from forge to armory. Each rack has enougth space for one weapon of each kind and quality. Ex: one rack houses a sword, mace, bow, shield and axe of "good" quality(because the others havent been researched), if a creature comes and takes a sword, the forge start automatically to create a new sword to fill the empty space, equally if you just created the armory, your blacksmiths will rush to create all missing weapons on the armory and fill all racks IF they there are no traps to make, traps would have priority over weapons.
So if you want to have ready a lot of swords you would need to create a bigger armory that has more racks, so each racks contains one sword (among the other weapons).
When you research a new weapon level, for example "masterful", each rack gains the ability to house one weapon of each kind of masterful quality (so each rack would hold 5 "good" and 5 "masterful") same for "magical" and "Epic"; so in the end each rack would house 20 weapons of four different qualities for 5 weapon types (4 swords good, masterful, magic, epic; 4 axes good, masterful, magic, epic...).
Its more complex and we will need to visually represent each existing weapon on rack even if by some model/code trick.
What are your opinions?