Hmm. Maybe I could add a button press that quickly drains the weapon, I agree shooting at the wall to rotate to the next gun you want feels a little goofy. I suspect the design of weapon cycling with abilities might work because, well, and I almost hate to say this, but it's kind of getting sort of close to Vampire Survivors at that point. Lots of abilities rotating through on cooldowns, I'm not trying to be particularly difficult in mowing down mobs, would rather have it satisfying and a high body count, in the direction of Diablo. I was also thinking maybe between levels, the player could re-organize their gun line-up, allowing some player customization while still retaining the unique roulette mechanic. Things to think about. Anyhow.
I actually started my 'game dev journey' with Godot 5+ years ago. I think it's a great project, best part imo being how fast it is to iterate in. I share the hope that one day it becomes The Blender of Game Engines. Being painfully honest, the truth is I just like making games in Unity better, and it's hard to put a finger on why, because I think the engine absolutely has real downsides, without even getting into the company behind it. If I switched again, I'd probably invest a year into exploring Unreal 5 at this point, just to broaden my horizons, but I enjoy dipping my toes into a Godot project for a Jam with other devs every now and then.