Maybe we can call a character rename screen in CT and save the value somewhere else?
That's definitely possible, but it would be limited to 5 letters. Justin is working on a 7-letter name patch, but even then Masamune has 8 letters.
Hacking the naming screen to save more letters is the easy part. The hard part would be storing and recalling the Masamune's name.
I can think of two options.
1) We'd need to be able to call a copy of the naming screen code for items, store all item names in memory, and hack the routines that load item names to read from the new location... The hardest part would be finding enough space in memory to store the new item names.
2) Create a custom naming screen code for the Masamune, and hack every routine that loads item names to check for the Masamune's name in memory. This would simplify memory storage, but require more hacking.