Thanks for the relatively good suggestions!
1: It's not super clear to me how randomizing the weapon experience alone would enhance the gameplay. Maybe something like scaling weapon stats around the point in the game when they're acquired would be interesting... ie. Maybe you'd get a powered-down version of the Snake in the Hermit Gunsmith's chest, then later on in the Plantation you might find an Uber Bubbline. Something like that.
2: Acquiring items has a scripted wait period (so that you can hear the Item/Capsule Get melody), I could add an option to disable those waits.
3: That kind of stuff is always fun, and I'm a fan of silly random text generators. But I'll probably work on things that affect gameplay first.
4: Randomizing story items is definitely something I'll throw in eventually. Having the locations be aware of whether or not you have the Machine Gun or Booster is a very cool idea.