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The "Base Attack" value is significantly more important than the "Number of Attacks" stat as a result. On top of that, every weapon has one stat listed for "additional power" and it'll be something like "Melee (20%)", and that stat is the scaling stat for damage. You want to pay attention to the stats which are used for reliability so that your attacks don't bounce off or miss, and then also for the stat for power scaling. Every equipped weapon should make use of three good stats on each character. For the same reason, things which give bonus to attack (e.g. Dual Wielding, Aim, etc.) are often significant bonuses. Because other damage types also involve attack power (e.g. a blade which causes Bleed will deal its attack damage and then apply an amount of Bleed based on the damage dealt), attack power is overwhelmingly important.
Weapon Modifying costs the same amount of materials regardless of weapon rarity, with the real challenge being finding enough duplicates of rarer weapons. I seldom truly NEEDED to use this, but sometimes it can help put you over the top.
Aggro management is important because against bosses which you can't burst down in one or two rounds, it can be really advantageous to NOT deal maximum damage each turn. The reason for this is that if your damage dealers are building more aggro than your tank can generate through things like Advance Guard and Roar, your tank will not be able to tank, and your damage dealers will die. It seems like it'd be suboptimal to cut your DPS drastically, but it actually can have huge benefits!
One more thing I forgot, some weapons/attacks have the trait of dealing multiple attacks to each target. I don't just mean when it says "7 hits!" but it will do something like one attack dealing 7 hits (or however many) and then another attack doing some other number of hits. The Buckshot abilities for instance often seem to do this.