I think it would be the best to have dynamic names for everything, and in case of buildings their <cantr description> would be more, than "a building", for example. It could have a word or two about its development: according to the # of rooms, for example: "a large building", or something like that. That's what you see, when you arrive at a location, don't you?
I am sure, that this wouldn't turn the game into a constant pointing at things. If someone asks that please all building be introduced to him/her, well, that's nothing else as asking for a sightseeing tour. In this case, it's ok to answer "well, what are you looking for?" Today, when I look at the buildings at a location, the names are not always that informative, anyways. And as we cannot rename them, their function will change, and their names will be nothing less than utterly misleading. I don't know how much a coding work it is, but I think Cantr is desperately crying for dynamic names for everything.
OK, the best way would be to have all the old buildings having their name "<Current name>, <cantr discr.>", for every living person on Cantr. So, Johnny's hut would turn 'Johnny's hut, a building" Which now everyone can change to "Johnny's Castle" or "Johnny's Castle, <cantr discr.>" But for the newly spawn, it would be <cantr desc>, that is: "a building" That would assure a gradual change.
And that's it. I know it's not one day's work, but I think it's becoming a must.
And then of course it would be nice, to have "a large building" in <cantr desc.>, in case of many rooms, and to be able to stick notes on a building, stating it's name, or whatever. But that's just a suggestion for later development.
As Jayne wrote: >A large building made out of wood; sign on building says, "Town Hall"<, well, of course, that would be very nice to have.
I don't agrre with The Hunter on the confusion-thing. If people start to call towns different names, well, that's what happenes, when people are uncivilized and they dont keep contacts with others. One more facet of social phenomena. Great!
Of course, you have to have the exact direction of a road-entrance in its <cantr descr.> Well, one of the 8 directions is precise enough. And if two roads go nearly the same direction: well, ask someone, or get lost

It would be nice to see more people arrive at a location, and ask which road to take to This or that place. RP.
But the point is that noone can change the default name of something, of course, Jayne. I think there should be no reserved note slot for the name of the building. If you can stick a note on a building, that's fair enough, I think. But I think it's not that a great problem, that you can't stick notes on things. That would be an extra, but not vital. That adds realism, that you can't stick notes: these buildings are not at the same place. A town is big. If you don't ask about it, it's not easy to find a building. Oh, it's not a big problem, that you cant stick posters or name-shields on buildings.
I think making this for resources as well, is absolutely unnecessary. I think it's absolutely OK, that a man in his twenties knows what diamond is. OK, it would be realistic not to know what resources there are at a place, but not worth the programming, I think. And why, you take a walk, and you see, that there is rice, and wood, and so on.
A civilized town will build a sign, that states it's name. But the sign has to be destroyable or editable in some way. OR have a lifetime, and then perish: if the people are still there, they can rebuild it with the same name. A lifetime for all buildings, tools, etc. Would be a good idea. Tools a lifetime of a man, buildings more.
I read somewhere that personal property will not be coded. What is static unchangable naming, if not personal property in code?! "Johnny's boat" and will stay forever "Johnny's boat". That's not good.