Big question!
We've got a ton of moving pieces here right now. Repeaters and Strikers both were steps in a direction we want to move, not necessarily from what those kits are but what those kits allow us to do. Both Repeaters and Strikers have a lot of "Keywordable" gameplay hooks that we can use to push and pull that gameplay. When I say Keywordable, I mean things that can be adjusted and manipulated from things like Mods - Repeaters having Chamber Abilities, Grip Abilities, Empowerment, Reloading, Ammo Count, Range, etc. are a lot of different things that can we alter to make them have new or more specific gameplay. Compared to say the current day Sword, we have a lot of difficulty creating bespoke content that adjusts the "core kit" of the that weapon. Two Sword combos are effectively non-distinct from each other, when compared to the possibilies of gameplay adjustments for something like Tempest Form and Karma Breaker.
Why the focus on these adjustable aspects? In 2 of our big upcoming combat content changes, we intend to greatly expand on the options that weapon players can access to adjust the way their weapon plays more fundamentally.
In "Gear/Cells 2.0" we currently plan on different Behemoth weapons adjusting more specific aspects of the weapon's kit: Embermane Strikers may reduce the duration of Tempest Form, but greatly increase the effectiveness, where Rezakiri Strikers may cause Adamant Bolt to pierce through Behemoths and hit multiple parts. Embermane or Rezakiri Swords would adjust aspects of the Sword's kit.
In the future of Talent Trees (a feature beyond even the Player Journey Map), we intend to allow Players to customize and modify the way their weapons play even further. While it's still in the early design phases, having multiple mods, options to adjust gameplay of special, combo bonuses, etc are all ideas for that level of customization.
Weapon Reworks are multi-pronged: Creating a more keywordable kit, improving the flow of the kit and attacks, updating the visuals and style of the kit, and integrating the kit more closely with its specials (where applicable). After the Sword Rework is complete, we'll likely take some amount of break from Reworks while we assess the feedback of our first major Rework of this style, and focus on Talent Tree/Gear+Cells 2.0 zone.