Rebalancing Armor Bonuses

this is something that has always confused me about the game, the fact that generic bonuses are on par with the specific bonuses.
what i mean is things like the wolver line (it's the easiest example, please don't flame me) achieving MED bonuses in both damage and ASI to everything sword related, and some of the sunset line having the same for guns.
meanwhile we have the 'mob specific' gear such as the chroma/drake/angelic lines achieving... MED dmg bonuses to certain monster families as well.
needless to say, i don't see many people using the latter armor for anything other than costumes, while underneath they're wearing a wolver line, or a stetson line, a demo line.
in many games i've played in the past, the more 'focused' of the benefits—the ones that affect a more narrow range of targets—usually enjoy the higher bonuses, while the 'generalized' ones that work for everything are slightly less.
my suggestion:
Option 1: (buffs)
- give the Chroma/Drake/Angelic lines (as well as the specific alchemy paths for the gunslinger equivalents) bonus HIGH to their respective monster families
- keep Skolver/Snarby/Shadowsun/Bombastic lines at MED dmg bonuses
this is to keep the current general-damage lines 'as strong as it is now' but create new incentives for people to branch out into the other equipment lines and actually use them for combat, and not just decoration
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Option 2: (nerfs)
- keep the monster family specific bonuses at dmg MED
- but nerf Skolver/Snarby/Shadowsun/Bombastic lines down to dmg LOW even for the 5* equips.
- give the various shields LOW or MED damage bonuses against the monster families they are designed to defend against
- Barbarous Thorn Shield reduced to LOW dmg bonus
this is to 'rebalance' the various lines so that the 'global' SWORD or GUN bonuses are reduced, and again to give incentives for people to branch out into the other equipment lines
edit: specified which lines i think need to be affected to include some gun and bomber 5* armors
please discuss

If anyone flames you for pointing out the truth they do not deserve to be on this forum. They can whine to each other about how an overpowered weapon was nerfed or an easy enemy is buffed to be as difficult as it should have been to begin with.
{Low = +1, Medium = +2, High = +3, Very High = +4, Ultra = +5, Max = +6; Low + Low = Medium, etc.}
Yes, generic bonuses are supposed to give less than specific bonuses in the scenario where the specific is supposed to be more useful than the generic; Chromalisk lines giving +4 family for the 5* set while Skolver gives +4 for swords in general is not fair because the Chromalisk line only uses that +4 in three of eighteen scenarios (three weapon times by six families for eighteen scenarios; gives the bonus to each of the weapons for only one family) while the generic sword bonus works in six of eighteen scenarios (one weapon type by all six families). If I were going to whine I would roll around about how Wolver lines should have the bonus reduced to +2 for the set instead of +4, but that is not the case here.
Family bonus equipment in general at 5* should give an accumulative +6 family bonus for having both parts so long as no other offensive bonus is part of the item: Dragon Scale, Volcanic Salamander, Valkyrie, Radiant Silvermail (since this is not part of a duo it would give +3 family bonus alone), Deadly Virulisk, Arcane Salamander (since both parts give +1 for two different families both would give +2 for opposite families; the helmet would give +2 slime or beast, the other +1, while the armor has the opposite). Notice in Deadshot it gives +4 family bonus and +2 gun speed for the set instead of +4 gun speed as seen in Nameless and Justifier sets. If having the family bonus sets raised to +6 for having both parts active and the generic weapon sets maintained at +4 bonus for their specific weapon, the family bonus sets would have greater effectiveness in its own niche:
Dragon Scale (+6 beast bonus): 3 weapon types * 1 family * 6 damage bonus = 18
Skolver (+4 sword bonus): 1 weapon type * 6 families * 4 damage bonus = 24
If a fourth weapon type were created it would be balanced equally.
Nerfing/retaining everything would be counterproductive and make people who are already whining whine even more; even if they deserve a kick, rattling cages unwarranted does not solve the cannibal in the closet. There is a cannibal in my closet. He refuses to pay his rent. There is going to be one less cannibal in my closet come tomorrow morning. Disregard any sign of rigor mortis on him, he is probably going to be exhausted after we go out for drinks tonight.

http://tohno-chan.com/ot/arch/src/129675588935.jpg
Anyway yeah. Buff specialized armor. Or nerf wolver armor. I'm happy either way. I'm gonna keep using the specialized armor anyway, mostly our of hipsterism.
Option 1.
Not only that, but switch the bonuses and resistances that the Chroma lines have. Arcane should have Shadow Defense and +High to Undead/Fiend (which fits well given its description anyways), Volcanic Salamander should have +High to Gremlin/Construct, and Deadly Virulisk's bonuses should be ramped up to High with +Beast/Jelly. To even this out, however, give them -Low to everything they aren't effective against.
Additionally, give Arcane some other status resist than Fire; maybe give it Freeze and Shock or something. It seems a little redundant when compared with Volcanic, and if the fire resist stays it should be weakened alongside the new resists.
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Remove the weakness to Fire on Angelic lines and boost up their family bonuses (VH at 5* for Valkyrie/Divine Mantle and Hood/Dragon Scale*), High for Heavenly Iron, Fallen set gets +Undead Low). Their bonuses should be higher than the Chroma lines because they're focused on a single type of enemy rather than two.
*The Divine set has a bonus to Fiends. The Dragon set has a bonus to Beasts. Concerning the Dragon set though, I'd like to see its bonuses spread as a High over Beasts and Gremlins... but that's just me.
EDIT: Listed bonuses are for individual pieces of gear.
EDIT 2: Fixed a Freudian slip.