By contrast for illustration, take AD&D's treasure types. In these we have the essential components to what I'm looking for:
- Treasure generation still based on random probability distribution. You could get an Orb of Annihiliation in Type A, but you're more likely to in Type Z
- Differing probabilities for different classes of treasure to distinguish
- Treasure put into different classes based on the power of that treasure - silver pieces are less powerful than gold are less powerful than gems are less powerful than magic
- Lettered treasure types assigned to different monsters
If not, I imagine that the AD&D treasure types are a starting point for such a project, and automating it in my (under-construction) automatic treasure-roller would be A Good Thing, but I don't imagine for a second you could actually stop with a bald conversion of Treasure Types from First Edition.