Yea, the way I wanted to do potions is based on an intelligence threshold on each potion, which goes down every time you quaff potion. But then vampires in this universe take a huge intelligence penalty (counter to vampire tropes), so you can often dip back below the threshold. I guess you could look at the identification more of an active process each time rather than acquired knowledge that works flawlessly.
One small hint: you start with 2 soul elixirs (the item that lets you turn back human) and on your first transformation, you can use that number to make a reasonable guess on which potion stack is your soul elixirs.
You're definitely right that the potions menu is sorely missing descriptions. That was one of bit of polish I didn't have time for and will be the next thing I add. Thanks for playing.