Excuse me if this is already a thing in some way, I'm still a bit new to the game.
I've been trying out the Minigun and its a powerful weapon thats fun but has a huge weakness. Compared to the first weapon it almost doesn't seem like an attractive option because of the weakness of its slow spin up time.
Now while I understand this is definitely an intentional balancing choice, in the long run I think this weakness doesn't fit super well with various flow states of the gameplay loop. Such as needing to reload (picking up an ammo box), getting grabbed by a snake, etc. There's a good amount of ways enemies interrupt the right-click spin up of the weapon, so you have to start from a slow speed again. This is most present when trying to utilize all your tools, especially that of using spells. It's not worth using spells anywhere near as much if I have to spin the Minigun back up after I'm done casting, so naturally I just use spells less. Now I'm not sure if thats intended or not but it doesn't seem very fluid and it definitely doesn't feel super great game loop wise.
It just doesn't feel very good to get interrupted constantly and feel like a liability when it takes a good amount of combat time to spin up and it instinctively makes me want to just use another weapon that isn't as "held back". Which brings me to my suggestion.
Consider adding some sort of stat for the minigun that makes spinning the gun up faster. This way you can decide then and there as the Devs how much you want players to be able to balance the gun in their favor, but then the player also knows right off the bat when unlocking it that they can improve the downside of using it in their game.
Side note: I'm not sure if there's weapon specific jokers but those would be cool too for something like this!
This is all just me trying to give super clear concise friendly feedback, I really love this game and I'm trying to put my 2 cents in to help improve it so I hope no one takes anything in the wrong way! ❤️