thanks g, that's a really good post
the weapon system is a bit crusty, but I might be able to cram in some additions. What sort of variety would you like to see? I admit right now they kinda tend to be "more of the same" save for some AoE attacks
It should probably be weapons that break the basic playstyle muscle memory through major advantages and drawbacks, or have different ways to win encounters. Maybe the chain having spin up move that can deal AOE damage over time having you stay close to groups for maximum efficiency, and finishes with long range pull attack? Throwing weapon with multiple charges for safer execution (could actually be good at teaching player to use it more often on regular weapons). Charging attacks that move player and require you to commit. Something with kick synergy could be cool. Molotovs for area denial. Even completely shite weapons that make you want to throw them out immediately could be a cool twist.
The line between weapons and environmental hazards could be blurry too and you could have level elements that require you to plan around them.
It could result in bloat though and focusing on encounter design would be a safer bet. Gun shooting enemies (or whatever that was in 3rd and 4th level) are a great idea but they need careful placement and it's not something that should be introduced at the end of a level in an open space.