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The rarity of the spellblade you craft from any weapon, will always appear as common, due to how the crafting system works. This however, does not mean, that the spellblade has not benefited from the higher rarity weapon used - the extra boost should very much rely on what weapon you used, it just wont show on the rarity of the resulting spellblade. There may be a workaround possible for this, which I will look into.
The reason I did not yet allow staves to cause status effects based on magical armor removal is, that I thought the incentive of using spellblades as compared to staves would be relatively low, as there are alot more intelligence scaling skills, as compared to strength and finesse scaling skills (disregarding skills that scale with weapon damage). I will be changing this in the next update for the mod, so that staves will apply status effects when magical armor is removed.
I am currently also working on another mod, that I hope will help give more incentive to picking STR/FIN post spellblade staves.
EDIT:
Oh, and I will be implementing more weapon types - seems people want it! :)