...if I were rambling about what might be funky for weapon-modding capabilities in a sequel, it might be fun to see
- a way to affect how much strength matters, ex. a giant's
sword perhaps having both a high-magnitude negative base
damage but a high strength multiplier, and more length --
right now, Hoburgs and Titans are a bit too similar here
- a way to make a really, really slow melee weapon (does the
rate of fire code work on 'em? Hm.)
- a way to specify arbitrary spells as secondaryeffects
Being a weirdo, I'd be severely tempted to play around with a "Heaven's Hammer" polearm that took one or two full turns to re-ready, and enormous strength to use, but also invoked the wonderfully imprecise 'Gifts from Heaven' on attacking. Just for kicks.