After some tests in PvP mode
Turbillion charge doesn't behave like when it is interacting with mobs. With a player, the charge disappears as soon as it hits the player
You can see from this clip Here
also Turbillion charge hit the wall if you use the charge attack next to the way backfacing.
Leviathan Blade
I think buffing the damage of normal damage weapons is the right approach to make them more viable, while still allowing "specialized" weapons to serve their purpose. The idea of the Leviathan Blade dealing more neutral damage than, let's say, a Combuster is quite appealing, given how enemy defenses can ramp up in Elite difficulty and full parties, especially if we don't factor in levels and damage bonuses.
Cold Iron Vanquisher
I've read other people's feedback too and I must say, I also like the idea of it dealing Freeze status on charge. Quite fitting for its name too. It'd be more unique than its current iteration.
Amputator
I don't think this change would make it any more relevant than it currently is, mainly because it'd be "yet another normal damage Calibur" while also removing the only normal damage Brandish we currently have (which also has the highest flinching power).
I can see the Calibur type being a good fit for the Amputator, almost making it look like you're spinning around with a chainsaw in your hands. However I'd propose reworking its stats and purpose too. Rather than dealing pure Normal damage and being dedicated to Slimes (which can already be dealt with effectively using Acheron, Grim Repeater, Phantamos and many other shadow weapons), I'd suggest making the Amputator deal Normal + Piercing damage. This would fit its "spiky" look, make it quite effective against Beasts and Fiends as they have monsters that can jump at you from all directions, and it would fill a gap in the current roster of weapons as we currently lack a Piercing sword with basic attacks that behave like Caliburs/Brandishes.
Turbillion
In its current form, I don't think it would become relevant. Its charge attack could be seen as a weaker version of Voltedge, mainly because enemies can easily be pushed to the sides instead of being carried along by the tornado. I believe it lacks both identity and power.
I suggest making the tornado actually suck in and carry monsters along its path, dealing damage but not inflicting Shock status. Only when the tornado ends/explodes at the end it would have a high chance of inflicting Shock. This could make it feel almost like a mobile Electron Vortex, giving it a unique identity. In some ways it would also be a safer option, as it would ensure that monsters are dragged away from you before being shocked, assuming they even survive the entire charge.