I see a lot of support/suggestions revolved around gremlin weapons and I figured I could suggest something that expounded on some of those ideas I've seen. However, rather than just limiting the idea to only gremlins, but possibly getting player items based from the other monsters.
So the idea is that players would get access to making/fixing monster-like weapons. This might include things like a portable Gun Puppy head, lumber arm, zombie breath, flamethrower, or so on. Similar to the monsters themselves, these kinda weapons would be charge-use only (like bombs) On one hand, these sort of weapons could be split to match the weapon classification of how they function (like a gunpuppy head would benefit from some gun-gear) or rather, they could all be a new classification, esp since they wouldn't benefit from IAS (at least not as I have suggested)
Now as far as attaining such weapons, I have a couple of branched ideas. On one hand, they could be like current weapons, made through alchemization and a recipe. Recipes could be gotten from basil at random, or maybe as a drop from 'rare monsters'.
Or maybe, there aren't recipes at all. Instead of alchemy, it could add in a new 'repurposing' kinda tab/station. A low-star base item could be salved at random from monsters and then players can try fixing/improving the item by simply trying to combine materials at near-random to the base item. I say near-random not that it would be random (like the chance of getting variants when crafting) but rather the information to do so would not be known to players, so they'd have to experiment what certain materials do for each kind of weapon, and then compare notes.
I could probably start generating specifics for certain weapon types, but I thought I'd at least just start with the base-idea first and see what other people think.
i think it would be nice if there could be some sort of blue print that could drop from monsters that could give the players a clue to what they are building with the weapon they are fixing. for example, there could be a blueprint for a specific weapon the player can try to fix, and the blue print hints that you need a certain star item saying the number of stars and saying how much u need to mix it. it will also say from what affinity u can get the items , like shadow, elemental and stuff like that for hints.