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At the start the elven weapons are clearly far superior to anything else, until you get to the master-crafted normal weapons, much later in the game. At that point they begin to be outclassed, unless for specific purposes or niche builds, as you say. But by then you should have reached the dwarven weaponry.
To let them last a bit longer being useful till the end, it would suffice to give them a 4th boost where, for instance, the base stats/hitpoints were doubled.
The first puzzle weapon was the one you got from the quest introducing puzzle weapons, with a 50% ignite chance. Hard pass in favor of an Arming Sword or Cudgel. The next didn't show up for quite some time, IIRC, unless you got lucky with RNG and got enough Elven Shards to craft one. Unfortunately, all the crafted weapons were either Shocking or Keen, which were both useless at that stage in the game.
What puzzle weapon did you use quite extensively? Maybe it is a difference of play style? The only puzzle weapon I could say I used 'extensively' was Gaufroi's Wand.
Then again, by lvl 20-25 you could get the dwarven weapons in Haernhold, which usually were better still. So, really, there was only a small window of oportunity where random weapons you could find were actually overtaking the fully unlocked elven and ancient weapons. Maybe you did some optimisations of the skilltree/masterskills where you'd get more out of it sooner, and maybe you get to it sooner if you bought the specific weapons for it, but that wasn't the case for me (note: played the game on normal). Up until halfway the game I thought the elven and ancient weapons were pretty good, though the boosts should have augmented their base stats a bit more, imho.
Also: cabbages. Who doesn't want to bury their enemies in cabages??! 😂
This is a combo that comes online around level 3-5 with Wringneck (or yourself if you rolled a Rogue), and will carry you to your mid teens, at which point you get Fighters with the ability to do the same thing but with bonus True damage.
Everyone has their play style, I suppose. What Elven Puzzle Weapons did you actually use in the early to mid game? I couldn't find any worth equipping. I'm honestly interested to see what you were able to make use of, maybe I'm missing something.
Also, why are you purchasing caltrops and booze? Caltrops are useless, and booze is crafted. Trow Squeezings will hold you over in the early game until you get to the point where you want to supercharge your party's spell point total (Fighters for the Champion passive to get bonus True damage per spell point, Casters use is obvious) and use Elven Wine + Shepherd's Pipes. Assuming you aren't exploiting Cavorting, of course, but that's practically a cheat code.
All Elven weapons were reasonably good at the start, though some were better than others - but as said, I hardly bought weapons in the first half of the game, and merely looked at what I found at random. And mostly that wasn't all that good, so that's maybe why I have a better impression of it. Of course, I did shelve some of them once I got some of the ancient weapons, it's not like I always kept using them. That said, instead of what you describe, I went for dual wielding and the perk where you could use your main weapon also in your off-hand, so that way you could keep them longer 'in use'. Eventually, since they don't scale well, they did lose out to other weapons (that's even true for the ancient weapons), but by that time, you also started to see master-crafted weapons, and later the dwarven weapons.
That doesn't mean there aren't other viable offense or defense playstyles or weapons, though. And I would agree with you storm of blades with the extra swing was pretty good too, especially with bleeding. I often used that as well, especially against those Elven bandits in the forest that always moved around when they attacked you. So I think it's important (or at least more fun) if you adapt your playing style according to the enemies encountered (the same for the skeletons, for instance, that made it into fights of attrition, due to the constant re-summoning if you destroyed one).
Anyhow, I and others made earlier posts about our different playstyles and tactics, and compared them, so feel free to browse this forum for that, if you're interested.
It is especially fun to use when using that bard song Duotime at Drunk 7 when all abilities can be used with no cooldowns for 1 turn.
It may have its problems but I can honestly say that this is one of my favourite RPGs of all time - it just feels right.
That said, I just re-read some bits from OP's post and it is riddled with inaccuracies. I recommend turning to a proper elven weapons guide prepared by a little angel who played the game a fair bit:
https://steamcommunity.com/sharedfiles/filedetails/?id=3263829100
Edit: I see I went into a big discussion on Acidic, but the larger point is that Elven Puzzle Weapons are probably the strongest category of weapons in the game. Yes some masterwork weapons will be great, almost every Dwarven weapon will be great, there are a bunch of great unique weapons, I think a successful party will look at everything. But the puzzle weapons typically offer the strongest boons (although lower stats), which does open up a lot of different combinations for your party to (ab)use. Almost every boon is great in the right situation, and each boon has a bunch of really good weapon options.
I think there's a lot of strategic depth to the elven weapons. I'm almost inclined to say that you have some abilities that look obviously strong like Acidic but me personally after having played the game for hundreds of hours don't consider it to be a particularly over-the-top ability. Trying to make the most of Acidic kind-of, sort-of locks you into Arming Swords, so 90% of the time you will end up with one of these pairs:
1. Acidic Plaguebearer + The Peeler on a Vanguard Fighter, I feel there are many better options on a Vanguard. For example Strifespear + The North Wind is just bonkers. If you're a Paladin, then it's probably much more efficient to go for an Axe build, maybe with a Strategist's weapon as an offhand. Again, it's not that the Plaguebearer + Peeler combo is bad, it's just that there are so many equally good or even arguably better options. It really boils down to your party composition and how you deal with different situations.
2. Arming Sword + Acidic Downfall on a Fighter or Rogue. Not bad, but depending on how many Rogues you field (you should definitely have more than one, by the way), you may want to prioritize other builds. Like, having a Blackjack in your offhand is almost always going to be optimal for at least your primary Rogue. I had a post a while back on my favourite Rogue builds, one-handed sword is decent but by far not the only viable or even most optimal build. I did use that one for the legendary solo fight vs. the enraged redcap with Sybale but a dagger build would have only been slightly slower.
3. LZ's R. Not sure if it's a spoiler but let's talk in riddles here... 😉 So frankly it's what you put on your Bard mainly if you want Acidic, or if you're desperate to have more than two Fighters/Rogues with this skill you can add it on a third. It's not horrible on a Vanguard, to be honest, though Plaguebearer is probably more in line with what you want. On a Bard it's almost sinful to use this, in my view, given how many other options there are. Look no further than the Antler for example if you want something truly broken.
4. Acidic Gaufroi's Wand is almost a staple on your practitioner. Whether you use Dragon Staff or Black Thirst or Sower of Seeds (if you have it) or honestly almost anything in your main hand, there are few better offhand options than this one. However in terms of overall practitioner builds, I must say that wielding some of the two-handed weapons like the Necromancer's Tome or The Certain Judgement are not easy to pass over. It really boils down to how many Practitioners you can afford to have (I love to have more than one, but it's not always easy to justify), and then how you build them. I think from a party performance point of view, it's not horrible to have a Conjurer who does a lot of turn 1 damage / burning / melting with Dragon Staff + Gaufroi's, however a good Magician or Summoner or even pure Cleric might add more to the party. Also, having a Sorcerer or two, while probably not strictly optimal, does very nicely take care of the whole mental/arcane damage angle. Though Arcane Barrage is also not horrible with Acidic, even though you don't actually benefit from the effect on the practitioner, any physical damage dealers in the party will be very thankful.