Ranged Weapons
We now have ranged weapons with splash damage, str/dx drain, and vorpal. I would like to see a ranged weapon with MM effect and one with drain life as this would add more variety.
I think the Compound Bow would be great for attacking the back minion. It already has decent base damage and fairly inexpensive + to hit along with useable with archery.
A new Sling or upgrading the Staff Sling to have life draining would be nice as well. Since it drains life it shouldn't do as much damage as other ranged weapons anyway.
For fun we could have a 3rd ranged weapon similar to MoD effect of double damage vs. AS and ignore PL. Maybe the Light Crossbow?
Melee Weapons
We have at least 2 fairly useless rares. 3 if you count the Elven Stiletto. Elven Stiletto could probably use a boost higher than 50% AC/Endurance.
The Katana and Executioner Sword really should receive some sort of effect to add variety and warrant rarity. In addition, since I have 3 effects in mind I think the Two-Handed Flail should be made rare.
Not sure which should do what but my ideas are that one should receive MM effect (Executioner Sword?), one should receive splash damage (Two-Handed Flail?), and the third should receive STR/DX gain/regen (Katana?). The one I like the most is the idea of a melee weapon with MM effect. I think all three would continue to add variety and mix things up more though.
Armor
The logical suggestion would be some armor that reduces the drain effect of exbow/axbow. Something that works similarly to how NSC works with AMF. It should also not provide much AC at all, if any. The problem with that is additional damage would increase the drain so we would have to figure out a way to balance this.
It could be an individual item. Body Armor makes sense. You could not wear TSA or Adam so you'd lose STR/regen or high AC to benefit from the reduced drain. In addition it could not be worn with a tattoo.
The other option is to make it a set of armor. One option is a set where each piece gives a small % reduction but can add up to a good amount. A second option is a set that becomes more effective the more items from the set you have. .1% per + for 1 piece, .2% per + for 2 piece, etc.
The advantage to a set of gear would be the variety of mixing and matching that could take place as people try to find their own balance between the trade offs of item effects and AC for larger reductions in drain reduction.
These are just some thoughts I decided to post to create discussion. I would not mind seeing something like a change a month to keep mixing things up. I chose to focus on equipment, in particular weapons, since it sounded like after redoing the weapon system it would be much easier to make these changes/additions than previously.