A solution that wouldn't make the wand P2W or OP / Crafting Reskins

Ok first of all, sorry if I'm annoying...
1.) The wand swing would push (like hitting with a brandish) an enemy and would deal 2* normal brandish dmg or wouldn't deal any damage at all. (This wouldn't push large enemies like lumbers, trojans, and deadnaughts)
2.) Charge attack: Upon releasing the attack button and on the start of the pause, the user will release a small invisible blast (similar to protobomb but smaller AoE) that would push enemies 1 tile back, it would also dissipate projectiles like puppy bullets and would make puppy rockets explode (You can still get hit by the explosion ofc). The blast deals NO dmg.
- The effect would be similar to battlepod's repel move, except that the AoE is just melee range and it would only push the enemy 1 tile back.
So is it still P2W or balanced? It still wouldn't make it better than the nova driver but atleast these buffs would provide the user some sort of defense to compensate it's poor dps, unable to pull shield quick while shooting, and mobility locking.
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P.S. Plz don't tell me again that the wand is already fine as the way it is. Please don't use it's performance on T2 and solo runs as a proof cuz even the
likes of cutters and winmillion can still compete and perform great there.
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Another Suggestion: Crafting reskins
I think it would be better if we can craft Apocrean/Winterfest reskin weapons from original 5* weapons.
Like we can craft a Nog blaster from a 5* Nova Driver or
we can craft an obsidian crusher from a 5* Graviton Vortex.

It may be fun to use from the start, but tomorrow or the other day... the fun is no more. Learning to switch-shoot and getting good with alchs is actually more fun imo... higher and decent dps though.
The sword-swing animation looks kinda cool but it adds delay that makes the wand less/not suitable for a sidearm or speedrunning.
Single/double -switching isn't hard to learn and get used to, just a week of practice and you'll get used to it.
It's unique mechanics: (More like nerfed mechanics of alchs)
- No reload but there's a sword animation. A quick 2-shot burst of alchemer might be even better imo.
- Shorter reload time but a long delay before releasing a bullet.
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If GH asked me to turn my wand to a full reskin of nova, I wouldn't hesitate to say yes...
Or if it's bullet and sound isn't the same with nova, I might not complain... (similar to pollinator)
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After learning the dmg of a 3* brandish, I changed my mind and disagree a little. But I think it should still push a target a tile away.
The AoE knockback of the charge attack might look better if instead of an invisible blast, it would cast a magic circle similar to sealed sword charge.
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I know how some promotional weapons from other online games works. (Gonna use SAS4 game as an example)
1.) Zerfallen - A weapon that shoots a slow-moving giant orb that would deal a huge amount of dmg to multiple targets on it's path but has a high movement penalty, only 2 shots, and the reload takes 5-10 seconds (depending on upgrade).
2.) Proton Arc - A ghostbuster-inspired weapon that has the 2nd highest dps in the game, but it's only limited to single-target and you cannot choose the target... high movement penalty, long reload.
So each of this weapon has an overpowered feature but they have more features that makes them impractical to use.
- The mixer and the wand doesn't fall under this imo. The mixer is OP with only minor drawbacks and the wand is basically a watered-down reskined nova driver with no appealing feature.
Wand performs well as a sidegrade. The fact that it's not inherently better than the nova driver is a good thing - it's fun to use, has a unique mechanic, but doesn't overstay its welcome. This is how unique promotional weapons should be designed
Now, if we implement a crafting system to craft a functionally identical weapon, then yes, more changes would definitely be welcome. I believe promotional weapons should look cooler and feel fun to use without being remarkably better for advanced players. If anything, promotional weapons should be easy to use, and be effective but not too effective. Wand's no-reload mechanic is great but advanced players already bypass this by switchshooting, making the wand less effective in an advanced player's hand but being a massive upgrade to positioning for a lower to mid tier player.
If we got a crafting alternative, the wand having a melee attack, while visibly making sense, I wouldn't agree with. Pushback or bullet deletion could be something to add, but it should be on the charge only, making the charge a larger component of the weapon for advanced play.