It seems that the weapon gameplay is inspired by Victor Vran, with weapon categories having the same or similar skillsets between them, but it doesn't "flow" or is as nuanced as it could be.
While they have archetypes that they cleave to, such as Lasguns having skills that have a much higher chance to deal critical damage, or Shotguns that really encourage being closer to your opponents, their skills do not complement or supplement each other as well as they could, being more of having skills that deal with various circumstances independently (Aimed and Full Auto for example).
One way to make weapons and the gameplay attributed to them be more involved and more skill-based would be to play around their base mechanics such as:
Chainsword and Eviscerator - Momentum-based gameplay
Add a "rev" mechanic to the weapon (where the Heat bar would be), where the weapon starts at, let's say 50% damage as an example, and as you use the skills more, the meter goes up and increases the damage or other properties of the weapon, and conversely, the meter goes down when not using it after a few seconds.
In this example, Eviscerate would be your "foundation" skill, which increases the meter the fastest, while other skills, such as Savage Assault may "consume" the meter for more damage on top of what the meter would already give, or give more meter depending on the situation, such as Spinning Blow increasing the meter for every opponent hit.
Lasgun - Adaptibility
While known for its high critical chance, it can be made as a more versatile weapon by changing some of its properties depending on its Heat level. At certain thresholds of Heat, it might deal more damage at the cost of its spread accuracy (maybe to represent the lens deforming or similar). So while controlled single fire and aimed shots will manage Heat well and still be great at precision shots, using Hot Shot or Short Burst continuously will make the weapon wildly inaccurate over time, but deal greater damage.
Plasma and Heat Weapons in general - Risk vs Reward
A simpler variation of the Lasgun, perhaps certain skills simply do more damage or gain bonus properties when the Heat meter is high or close to Overheat, and becomes a game in and of itself in managing ideal levels of Heat.
All Weapons - Skill or Mechanic Modification via Crafting
I can only hope that since Neocore have been reading not only the tabletop and novels, but also the roleplaying games written by Fantasy Flight, that they will include ways to upgrade and/or sidegrade weapons in future crafting updates as seen in the "Modify" tab in Crafting. I sincerely hope that's not just the run-of-the-mill change or add "% Damage" enchantments that are a staple in modern ARPGs, but those are welcome nonetheless!
Examples such as replacing one or maybe more Skills associated with a weapon due to modifications, such as special ammunition types for Bolter or Autoguns such as Kraken or Vengeance Rounds. While sort of manifested in the skills already (Single Shot being Armour Breaking already), making Frag Burst more powerful (and gaining the Weak Vs. Armoured property!) thanks to Metal Storm Rounds would be a welcome addition in specializing weapons even more, or adding supplementary skills to your favorite loadout.
Less dramatic, but welcome modifications would be in changing a weapon's fundamental mechanic, such as increasing a weapon's Heat Capacity in exchange for a longer cooldown, or vice-versa.
Also, awaiting the next big update, and great job on development Neocore!