I was just wondering with the new armor 2.0, why stop there? Why not apply a sort like system to weapons? This could work like so: You get a weapon to drop, let's say Gunnora's Axe. It drops with a random barrel and magazine roll but with 2 perk sockets,1 mod socket and 1 masterwork mod slot. Want a PVE version? Great, socket Swashbuckler or One Two Punch and go finish off a random dreg. Want a PVP version? Great, socket quickdraw and snapshots and go get stomped in Quickplay by a 6 stack. For the energy weapons the affinity system can be used: Gunnora's is a Arc weapon so you would need the Arc quickdraw perk for example. If it were a void weapon, you would need to have the void perk unlocked. I'm very doubtful about the affinity system with the armor due to not knowing if, for example, hand cannon loader comes in all 3 energy types. (If it doesn't, then armor 2.0 is a fail in my book). In order to not get the ultimate god roll without any effort, XP can be factored in. The weapon drops at level 0, so no perk or mod slots. Playing with the weapon and getting kills adds to the XP you have with the weapon. At level 1, 1 perk slot is unlocked. At level 2, the second. At level 3, the mod slot. And the final level would be the masterwork. I wouldn't make the levelling to grindy, you should be able to start tailoring the weapon soon enough but the final masterwork slot should take some time. What do you guys think?