With such a complex system like that it would probably be beneficial to actually build the parts you care about and take advantage of libraries handling the querying of Data like ECS and rendering with bevy. Otherwise you'll run into the risk of being limited by the library in one way or another.
Define a bunch of structs that you can use compositionally in bevy's ECS. Create specific systems that react to components being added, removed, or changed. Set conditions like Burnability, Durability, Temperature.. etc. React to those conditions or thresholds being met. Your reaction could even be a component. Damage(5), IgnoreArmorDamage(3), CurrencyUpdate(-5), GiveItem(Item::Sword(Stats {..}))
It basically gives you a foundation that feels like scripting but with the power of compile time safety for virtually everything. You get to "model" the data how you want instead of being limited or overwhelmed. And with ECS it really helps make things feel like Lego blocks that you can easily reuse across the entire project.