crate is right; let me explain (I am one of the vocal advocates of number reluctance). [All of this is my private opinion, I have never suggested something like this to anyone, because I think it is still too complicated.]
First, there is a divide between new players and advanced players (arguments in favour of more numbers are generally, but not always, made by advanced players).
Any numbers we show within the game will be interpreted as crucial to playing well. So players will want to scrutinise and to optimise them. Not only can this detract from fun for some people, it also means that the threshold for new players is higher: they have to understand more about the game (or at least, justifiably believe they have to).
Example: manual skilling is the default mode because it means that players can give Crawl a go without having to bother with skills, aptitudes and the m-screen.
Second, for all numerical feedback that we do give, we have to think about how it can be processed by players.
Example: Sometimes there is demand to show the crucial numbers for monsters (AC, EV, HD etc.). However, this is misleading without additional context: player and monster numbers are not symmetric. Hence xv gives bars instead of numbers for AC and EV.
Third: The desire to be able to answer the question "Is weapon A better than weapon B?" quickly is understandable. I think it's a pity that Crawl cannot follow Brogue in this (Brogue is extremely explicit, giving hit and damage information for all weapons and all enemies using only turns and percentage, i.e. no HP values at all). However, with combat as it is in Crawl, weapon feedback is a much harder problem.
To give a positive example: trunk now shows percentages for hexes (both player and monster spells). I think that's a great new feature and was well worth showing more numbers. Here is why: (1) the information is given in percentages, i.e. there is no confusion about context; (2) it suffices to give this information locally (i.e. in xv-ing a monster, or when targeting a hex spell on a monster); (3) it is the most crucial information you could want about hexes. If you compare this with damage spells, say, then you'll see that hexes are pretty simple in this regard. In my opinion, we have a similar situation with weapons, only more complicated.
That's why the current weapon feedback restricts to base damage and weapon speed. Note that, not so long ago, more precise information about current weapon speed has been added -- a crucial piece of information. If you are about to give more detailed weapon feedback, what I could imagine is a new screen listing all carried weapons and some of their properties. (I think single screen is relevant because weapon choice is always about picking one out of some, so you always want to compare. This is different with hexes, say.) Here is some information that might be useful (and enough):
(a) weapon (e.g. "+7 eveningstar of freezing")
(b) type (e.g. Maces & Flails)
(c) aptitude
(d) current skill
(e) skill needed for mindelay
(f) base damage
(g) turns* needed on average to destroy weak dummy (no resistances)
(h) turns* needed on average to destroy strong dummy
*Instead of turns, aut is probbably better.
And this might easily be too complicated. I cannot come up with something easier to convey "average damage done".
Note that (c)-(e) could be somehow replaced by "how much xp needed to reach mindelay", but I am not sure how much that's an improvement.