@Illanya This is what my opinion on the system has been from the start. They couldn't be assed to make actual weapon switching smooth and responsive (load all 6 weapon models, remove network delay, add proper binds for controller, remove the extra artificial bit of delay they seem to have added themselves, remove lingering attack vanishing like they did with Hero Talis) and simply decided that people should grind to work around deliberately terrible controls.
Now, if there was an actual distinction in animations between switching weapon and a multiweapon setup that tied into the flow of combat properly, that'd be a different deal. Like, regual weapon switching could have our characters visibly take their time hiding the current weapon into the hammerspace and summoning out the new one, while multiweapon setup would have one weapon morf into another with a cool transformation animation (https://www.youtube.com/watch?v=Gesn3a6wPHo) instantly as you use different attacks. With proper presentation it'd look like a deliberate combat balancing choice and the requirement for needing both weapons to be the same series would actually make sense. As it is now, with weapons just casually appearing and disappearing in both cases, it makes the entire system reek laziness.