5 weapons - minimal testing to be fair, just checked them out using the training dummies and compared them with other weapons, but I hope you can get a good understanding of what to expect. (Includes ways to fix the worse weapons, pls developers make them good).
The good ones (2):
Trollhammer torpedo is rather interesting, can be used by ironbreaker and outcast engineer. I think its cool, have to be accurate in order to get good damage from splash since damage decreases heavily when only a little bit away from initial explosion, because it goes BOOM (essentially a explosive cannon) but a bit of practice and its a good insta damage weapon to wip out, does take a few seconds to reload though. Good secondary for the Ironbreaker especially if you don't have the masterwork pistol from the outcast engineer dlc, but I don't thinks it better or as good as the masterwork pistol. Still, cool weapon.
The Staff, literally a better version of an already existing staff both with light attack and charge, the conflagration staff I think it was? Makes a little fire tornado instead of an instant area effect blast and quickly outpaces it in damage, which is cool. Could be nice when using skeletons to hold a choke point (necromancer) since the tornado lasts for a few seconds and can be put on top of skeletons (I think). But I don't think its worth it since the light attack of the necromancer only staff can do the job and then kill elites with its charge attack, still could make it work though, I think. Overall, I think its alright, the light attack form memory is just higher damage than the conflagration staff, maybe with a bit of a scatter.
The bad ones (2):
Moonbow, the combination of the damage over time bow, and the rapid fire bow, but made worse. The initial damage and rate of fire is similar if not identical to the rapid fire bow, only, you can only shoot the bow 6 times before it needs to recharge which takes several seconds, granted this means you don't need ammo, but you already had a lot of arrows to begin with, with the other bows making its damage output significantly less compared to all other bows since you can shoot those more at a given time. The fact it doesn't use ammo also means the perk from Kerillian first career (the one that gives 100% more ammo) doesn't apply to it, making it also a bit of a waste.
I guess this is meant to be appropriate due to its damage overtime, but for something with only a few shots you would expect a strong effect against elites and bosses, only the total damage (initial shot+overtime) isnt enough to justify or kill the elites you need to take out using it. So you might think, "ok maybe hoards is its thing?" nope, unlike the original damage over time bow that does splash damage, this one has no splash, its single target.
Overall, idk what they were cooking with this thing because they made shit, I understand all weapons don't need to be as good as each other (just use what you think looks cool) but still, the downsides of this thing is to apparent when it brings no benefits to the table, which is a shame because the bow looks awesome.
It would be pretty easy to fix, it has the "versatile" tag even though it isn't versatile, to make that true and make the bow viable, I think they should make each bow shot chain hit enemies around it, say for example you shoot an enemy doing 30 damage, but then it instantly chains to 3 enemies around it doing a total of 120, this isn't crazy when you take into account how some weapons can do that damage in a single shot, and the fact the weapon needs to recharge after several shots.
The pistol for Saltzpyre, less to say about this, it isn't as bad as the bow but still a bit of a let down. To summarise, think of this pistol as a shotgun version of Saltzpyre's already existing dual pistols, and you have what this is. In practice, its slightly worse in my opinion, each shot has the potential to do more damage, however it has less range and is slower to fire compared to its vanilla counterpart. The Zealot might be able to get some use out of this since the Zealot wants to get up close, but I still cant justify it when the Zealot could do exactly the same thing with his melee weapon or just using the vanilla pistols, since the vanilla are rapid fire. The only thing this new pistol does better, is killing hordes due to its spread, but I don't find that particularly valuable. I dont think this weapon necessarily needs to be fixed, its good for variety if nothing else, but in my opinion it should be armour piecing or shield breaking, or both! (I think it isn't armour piecing). At least this way when you are up close you can feel like you are shredding enemies, including those with heavy armour (which the normal pistols are bad against).
Its ok (1):
The shield and spear for Kruber, I don't have much to say about this at all, its just another generic melee weapon, very similar to functionality to the sword and shield, (I did the least testing with this to be honest). It doesn't seem bad though, probably fits a different niche that the two other shield weapons (shield+sword and shield+mace) don't.