HMW V2 Weapons Suggestion

Just something that occured to me on the subway and is probably already being discussed, but I thought I'd shoot it out there.
As most of us are aware, the current weapons chart is, for lack of a better term, hosed; we have at least one weapon that has the potential to inflict "incredible" damage that available with an investment of 3FRP, for crying out loud. What I propose is, in regards to ranged weapons, like guns and cannons, to tie the amount of Firepower it takes to "unlock" a weapon with the maximum end of its damage range. As an example, I include the chart below:

The amount of Firepower needed to unlock a weapon would also determine its range of damage; for example, a 5 FRP would have a damage range of of moderate to heavy versus a 4 FRP weapon that could have a range of light to heavy. Skill could also play into this; the higher the skill requirement, the smaller the range of damage. The trade off on this would be in a weapon's "recharge time"; the greater the damage potential, the slower its rate of fire. A cannon can cause more destruction than a rifle, but, in theory, a rifle has a higher rate of fire. This would also depend on the weapon type, of course; a Gatling gun can create the same damage as a cannon and, hypothetically, be loaded as fast as a rifle.
Some ranged weapons, like the Sniper Rifle for example, could have a higher Skill requirement to unlock its use than Firepower. At its most basic, a sniper rifle is just a regular rifle with a sight, but it takes a a great degree of training and skill to be a sniper; therefore, the game's Sniper Rifle could have a requirement of 3FRP, 5SKL (just as an example).
Melee weapons (swords, maces, and axes) would be more dependent on Skill for it damage potential. Firepower could still be used, depending on the type of weapon, but it would be to a lesser degree. A melee weapon damage potential would also be dependant on Strength; it would be to a somewhat lesser extant than Skill, but considerably more than Firepower. After all, that sword's not going to do anyone any good if the bearer can't so much as lift it.
These values would, of course, been hidden from regular players, as the protection values for armor is now.
Just some basic suggestions I'd thought I'd throw out.
As most of us are aware, the current weapons chart is, for lack of a better term, hosed; we have at least one weapon that has the potential to inflict "incredible" damage that available with an investment of 3FRP, for crying out loud. What I propose is, in regards to ranged weapons, like guns and cannons, to tie the amount of Firepower it takes to "unlock" a weapon with the maximum end of its damage range. As an example, I include the chart below:

The amount of Firepower needed to unlock a weapon would also determine its range of damage; for example, a 5 FRP would have a damage range of of moderate to heavy versus a 4 FRP weapon that could have a range of light to heavy. Skill could also play into this; the higher the skill requirement, the smaller the range of damage. The trade off on this would be in a weapon's "recharge time"; the greater the damage potential, the slower its rate of fire. A cannon can cause more destruction than a rifle, but, in theory, a rifle has a higher rate of fire. This would also depend on the weapon type, of course; a Gatling gun can create the same damage as a cannon and, hypothetically, be loaded as fast as a rifle.
Some ranged weapons, like the Sniper Rifle for example, could have a higher Skill requirement to unlock its use than Firepower. At its most basic, a sniper rifle is just a regular rifle with a sight, but it takes a a great degree of training and skill to be a sniper; therefore, the game's Sniper Rifle could have a requirement of 3FRP, 5SKL (just as an example).
Melee weapons (swords, maces, and axes) would be more dependent on Skill for it damage potential. Firepower could still be used, depending on the type of weapon, but it would be to a lesser degree. A melee weapon damage potential would also be dependant on Strength; it would be to a somewhat lesser extant than Skill, but considerably more than Firepower. After all, that sword's not going to do anyone any good if the bearer can't so much as lift it.

These values would, of course, been hidden from regular players, as the protection values for armor is now.
Just some basic suggestions I'd thought I'd throw out.