I don't really think I like this, although I guess I don't dislike it enough to vote against, so I'm just not voting.
Thematically is not bad, but in roguelikes I like the fact of playing with the cards you're dealt, making the best out of the equipment you get, and every game being different depending on what you find.
I've seen several suggestions lately that aim to differentiate races and/or classes by streamlining them, this is one of these. But the problem is that if you make an R/C combo have advantages with specific kinds of weapons (or artifacts, as in other suggestion), you take away from the in-game strategic choices. If this effect is really noticeable, almost all grey elven wizards would fight with staves, there would be few decisions to make with regard to weapon. And if the effect is so slight that you almost don't notice in practice, who cares.
I'd only use this for some very specific thematic cases, as it is now (like hurthlings with rocks) and maybe to promote some rarely used weapons, for example scurgari for drakelings, whips, or even the mentioned staves. But even for that latter purpose I'd just prefer to buff those weapons: having weapons in game that are always good for some characters but always complete crap for the rest is not very satisfactory from the "strategic decisions" point of view.
It's true that the races in ADOM have traditionally been rather similar (at least by the point most people scummed the stats with herbs) but I think this should have mostly been fixed by the changes to potentials (at least if the rumored x,x+1 -> x+1,x+2 bug is fixed too). Probably some specific races (like gray vs. high elf) would need more differences. But I'd prefer more special powers and restrictions (like acid spit or special metabolism for drakelings or iron allergy for mist elves) instead of weapon affinities.