I imagine the weapon visuals are tricky to do for a number of reasons.
Some of which could be their connection to Hardpoints (in this case where the beams, Cannon fire or torps emit/launch from), multiple weapon slots (each with their own visual effects, and more.
Two ideas for how weapon visual mods could work (UI-wise):
1. Have one visual slot for beams, one for cannons, one for torps, one for mines. You may equip a weapon with the visual type you desire for one or more here. This will make people have to get 1 more of each so that pushes the economy forward a tiny bit.
[Code-wise perhaps When the game checks for what's equipped, and it looks to each normal slot insert a redirect so that it checks the visual slot first (if active) then stops checking until the next time it's required. Granted it's not that simple, but it's a possible direction.]
2. Each time a weapon is equipped on a character's ship, it's visual is logged and unlocked for that character. A drop down menu is made available for each weapon class (B/C/T/M). The player can select one available option for each category.
This will cater to the gatcha factor of having people need to collect the different types to display them.
2a. The player has to research each new type by completing a DOff assignment and consuming one of the weapons with the desired visual. Fail consumes the item. Successful result consumes the item. Breakthrough returns it with a bit of a TXP boost.
Just some thoughts.
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