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First, that still leaves it unclear what's actually needed. If I pick "Always Might", and "Might" upgrades come up for Dagger and Victory Sword, which should it apply? Should it pick between them randomly? Bring up the pick menu? Try to balance them? Always pick one over the other?
Second, what you actually want to focus on generally varies per-weapon, so just picking "Might" or "Area" or whatever may not in practice be useful to most players in most circumstances. Generally, either a player doesn't care (so would just pick "random always"), or wants to pick optimally (in which case, they won't want to use any override).
Third, specific options like Might and Area won't show up every time. That means the game would need to fall back to another method when they don't show, and... how is that handled? Is it always random? Always choose? Do you get another set of options? Do they iterate? (Pick Might if it's available, otherwise pick Amount if it's available, otherwise pick Duration if it's available, otherwise...)
Fourth, this all adds a lot of complexity to the controls. Instead of two over-ride buttons (random, and always random), now we have "Always Might", "Always Area", "Always Amount", "Always Duration" etc, possibly per-weapon, possibly with variants for choosing if that option is ALWAYS always, or just always when only that weapon comes up, or only when some other variant doesn't proc, or... Etc. The logic there could wind up quite twisty (Always pick "Amount" if it's an option for Lightning Ring, then always pick "Area" if it's an option for Garlic, then let me choose..), and you'd presumably want some way of communicating all that to the player.
If you can figure out a way this would work that would be useful, while still being simple to understand and not too crowded on screen (keeping in mind this also needs to work on phones, in Landscape and Portrait orientations), I'd love to see a mockup.