Coverage beats a bigger number
Early enemies arrive in packs. A weapon that hits one target for a big number leaves the rest walking toward you.
Weapons that cover area or track enemies clear the pack. That screen control is worth more than a high single hit.
Pick for the angles, not the icon
Your build should cover three jobs. Something that hits what is in front. Something that hits what is behind. Something that hits what your main weapon misses.
When two offered weapons do the same job, take the one that fills a gap instead. Overlap wastes a slot you will want later.
Stop before you clutter
Every weapon you own competes for upgrade rolls. Too many weapons means none of them reach the level where they shine.
A tight build of four or five weapons outperforms a scattered eight. The evolution mechanics page shows why leveled weapons matter.