Melee Manager:
More weapon types, we have swords and hammers, but spears, axes, staffs and even nunchucks would be great.
Visual options, we have a catalog for skin/outfit cosmetics in the guard spawner and character device, this same system could be applied to harvesting tools. Adding a tag to sword based harvesting tools to be scrolled through and picked would allow better visual options for these melee weapons. The same would go for other harvesting tools with pickaxe based cosmetics being applied for hammers and/or axes. (Save The World assets could also be utilised here)
Potentially some more charged attack options, like a single heavy upward slash that can apply some impulse to a target.
Deflection(?) or projectile based blocking, or a bubble shield that acts similarly but cracks with damage eventually being shattered.
Ranged Weapon Manager:
This same system could work for a ranged weapon manager device, with categories just as the melee manager does with swords and hammers. This can also use Save The World weapon assets again and/or existing weapon assets like the pump shotgun for visual appearance, while also naming the weapon and modifying its device options. In total allowing the same effect the melee manager allows but with things like bows, explosive weapons, shotguns, assault rifles and such. This could also open up (potentially) for elements on weapons like in Save The World, the ability to change the type of projectile, whether rockets, shotgun shells or even existing assets. For example, using a shotgun that has pulse rifle projectiles.
Overall, these are easy(ish), effective and would be a well used tool both in UEFN and Creative.