counterpoint: this seems like a good thing to me? obviously it'd be hard but it would definitely be possible to flatten the quality floor and ceiling of weapons.
I have a pet theory that aerospray is designed to be bad. It has the highest paint output in the game, and the designers felt it important to try and make it clear that painting, while important, isn’t the single most important attribute in a weapon. It’s directly comparable to Jr, which has been given to players at the start every game, which allows players to put two and two together and learn something deeper about the game all by themselves. Being chained to making every weapon equally “strong” would make teaching by design an impossibility.
Additionally, strong means different things at different skill levels. Stamper performs incredibly at top level, but consistently has among the lowest winrate among all weapons in Sheldon’s Sampler Challenge (as it doesn’t allow players to pick their weapon, over thousands of matches player preferences, biases, and skill levels cancel out making winrate in this challenge a really good proxy for skill floor). On the flip side, both aerosprays consistently perform well in the challenge. By not being chained to a homogenous power level, they’re able to create weapons that end up creating different metas at different skill levels, knowing that the power might not scale all the way to the top.
Lastly, even if you decide that only top top competitive players are worth designing for, making the skill floor and ceiling converge would make for a boring experience, where the learning curve looks exactly the same for every weapon. If it doesn’t, you end up with lower diversity as players converge on the weapons with the highest skill ceiling. At least now, they can create strong kits to give an incentive for players to select weaker weapons. They don’t always get it right, granted.
i don't think sprinkler being bad is making splatoon 3 have less restricted design, it just means there's less weapons they can acceptably put sprinkler on
You’ve put the cart before the horse: sprinkler being bad doesn’t make splatoon 3 have less restricted design, splatoon 3 having less restricted design allows for sprinkler to exist.
and, unless i misunderstand what you mean by "pairwise kit relationships", i don't think there's much consideration for that in the current splatoon games anyway, at least in terms of whole kits. most of the time when they nerf/buff weapons it feels like it's addressing the weapon as a whole rather than its particular kits (eg. nzap buff feels less like it was "let's make the n-zap 85 stronger" and moreso "i think the n-zap is a weaker main weapon than splattershot right now let's buff it")
We don’t know what data they’re looking at when they make specific balance decisions, but assuming they’re looking at something you’re not when they make confusing choices is a good start. For example, the ballpoint nerf could’ve been because the developers saw it was a little too strong in certain matchups. I one trick a weapon so I wish I had more examples of “confusing but might be explainable through a different lens”
BUT it's fun to think about how it could work, since i do not believe the concept is inherently flawed at all. it would just take a lot of consideration and creativity to figure out how you balance a game like that to make it work
I suppose I’m more pragmatic here, the reality is that the developers enabling custom kits would make the job of balancing extremely difficult, and if it’s proposed as the solution to lack of balance when the current system only has to look at 110 options… it’d be like trying to have a baby to save the failing relationship.