Sunder works fine, especially since a sundered weapon can be repaired with mending or make whole. Or, if the item isn't particular valuable or sentimental, just replaced.
But the question is why you're doing that. And especially the perception by the players. If the fighter feels like you're taking his specialized, expensive, important-to-his-effectiveness weapon away, he may be quite angry, especially if it feels either arbitrary or like a punishment.
One fighter I'm playing has this awesome, overpowered, far-too-good sword (it's about a +12 equivalent, and only +3 of that is actual enhancement). Early on, when it was just a +1 keen with potential to do something more awesome that wasn't yet specified, it was nearly destroyed by a bad fight with a Remorhaz. I was about ready to just walk away from the game. If something similar happened now, I probably would (I didn't design the item, and well over half of the character's offensive combat capability is tied up in that sword). An item that's important should never be destroyed or taken away unless it's part of the story.
If the players managed to get an item that's just too good, you could destroy it or take it away, or you could sit down with the players, discuss why the item is too good, and weaken the item, or have it have limited charges that run out, or have it stolen (with player, but not character, agreement), and not recoverable either ever, or until it's appropriate to the party again.