Wouldn't it make more sense to put weapon focused mods on the weapons themselves?
The perks and mods on armor could then be freed up to be used on getting the stats for the build you want.
Mods such as Impact Induction and Super-related mods could be on the Artifact, or even as additional nodes in our subclass. (Maybe not this bit)
The perk/mod point system could still be used on both armor and weapons this way, I think.
Just a few suggestions, really. I'm sure there's several downsides and complications in doing this that I just haven't realized.
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The only thing that drives me nuts is that slotting a weapon mod is 5000 glimmer. I was screwing around with the new disruption and barrier mods and throwing them into different weapons to see how they did. Then all of a sudden I was at like 7000 glimmer, lol. Could those maybe be 500 glimmer to slot? Haha. Obviously glimmer is relatively easy to come by, just a surprise is all.