Normal weapons in Spiral Knights are not what they once were. For the most part, the game has grown around them and has largely left them behind. There are a few gems in the pile of normal weapons - most notably long time champion Iron Slug and now the new Mandolin - however these are two weapons out of 21 (19 if both Cutters have their damage type changed). For reference, there are 71 5* weapons in the game and 19 of them are normal weapons that almost never see play.
I'd like to briefly outline some of the issues and some suggestions I have to balance some of these weapons.
What's the issue with normal damage weapons?
Normal damage weapons are antiquated in design. They once had some place in the early days of the game when most levels did not allow you to change your loadout, and you could only change at clockwork terminals and tier gate depths, however it has been 13 years (my soul aged about that much writing this) since this has been the case, and as a consequence, many of these weapons have been left to rot.
Furthermore, normal damage conceptually is also antithetical to the large pool of items that can be obtained. In an ideal scenario where normal weapons are pretty good, they would have to compete with specialist options quite significantly, and this would cause an issue with value preposition of specialized damaging weapons. Why would I craft a specialized weapon if a generalist weapon is comparable in strength for the most part? We can see this observed particularly with Iron Slug and Callahan. Callahan is a solid weapon but Iron Slug is just as good in general so most players tend to skip over it.
Normal damage weapons have to be really strong to compete - this is why earlier I specified Iron Slug and Mandolin, the next best normal damaging weapon would be Nitronome generally speaking - and Nitronome unfortunately leaves a lot to be desired (but due to the state of bomb weapons ends up being one of the best options anyway).
What do we do about this?
Truthfully, I think the game should look to convert some of the existing normal damage weapons to a specialized damage type instead. 21 normal damage weapons are far too many, and most of these are bloat as they never see play due to not being very good. The Wild Hunting Blade and Dread Venom Striker are a good step in this direction. It's one of the two ways I've come up with that can reduce the bloat and also spice up arsenals with more options. The other method would be giving additional mechanics. Some weapons are in such a compromised predicament that I can't come up with an immediate idea to improve them. That's what feedback to this thread can do for me :)
Some weapons should just be converted to another damage type. Their usecase isn't very strong right now due to direct competition or being downgrades of similar weapons, and in the case of Pepperbox, its craft line has exactly two other damage types available, which allows for effective damage against 4/6 monster families, and having an option available to do neutral damage for the remaining 2 families, making its neutral damage quite not very valuable.
Triglav -> Elemental
Triglav thankfully will be getting buffed, however it is directly competing with Sudaruska which is just as good as it - the tiebreaker being the status each weapons inflict, and between freeze and stun, I believe stun is better on a sword, making Sudaruska slightly better. Making it elemental might make it very broken in FSC however, and due to how damage of weapons trend, both weapons have to do the same amount of neutral damage.
Volcanic Pepperbox -> Elemental
Because Blitz & Plague Needle, as well as Grim Repeater exist, there is at minimum neutral coverage against all monster families with the autogun line. Consequently, Volcanic Pepperbox doesn't have much of a use case because it loses in damage against Blitz and Grim neutrally due to having a fire status. Elemental would make this weapon more appealing to use in the scenarios where you wouldn't use the aforementioned weapons. It would have more use cases, but I think would primarily see play in Ghosts in the Machine as constructs are usually paired with gremlins, so shadow would be preferable, but at least it gives the weapon more of a strong usecase than it does now.
Irontech Destroyer -> Elemental
Irontech Destroyer is the middle child of Nitronome and Big Angry Bomb. The problem is that bar Nitronome (barely), these weapons are not very good.
Irontech Destroyer could fill in the elemental damage shaped hole in the bomber's arsenal. The only elemental bomb available that is not a utility bomb is the Deadly Crystal Shard bomb, and most people should be aware that shards are not in a good place right now. I would adjust the stats (fuse time, charge time, damage and area) to be identical to current Nitronome, just with elemental damage.
Turbillion -> Shadow
I think in general Turbillion needs variants with specialized damage - but if we're just working with one final weapon in the Spur line, it could have an updated flavour matching a shadow damage theme. I'm not the strongest on this idea but I didn't want to load the game up with a bunch more elemental options while Shadow and Piercing were left behind. At time of writing there are only 3 shadow swords in live. DVS becoming shadow would be 4th, why not a 5th in Turbillion? (Also, shadow was chosen in favour of piercing as piercing-weak enemies frequently dodge projectiles and piercing would be antithetical on a sword that has a projectile).
Supernova -> Piercing (+Stun)
I don't imagine that Supernova would be a great piercing weapon as a gun that shoots slow bullets against fiends and wolvers who will dodge them - but as I've argued VP should be elemental for being in a predicament that the Supernova is also in, if I were to make the same changes with the same rationale as a motivator, I would also give the Supernova stun to help lock down the beasts and fiends that do get hit by the bullets. See the following post for a better Supernova idea.