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https://wiki.blender.org/uploads/b/b6/26-Manual-Modeling-Meshes-vertex-group-panel-one.png
The four values I recommend for you to ALWAYS use when dealing with Source models are 25%, 50%, 75%, and 100%. In short, every time you make an edit, look at how the weights are actually painted, and then using VERTEX GROUPS, edit each vertice at a time to adjust their weight strength.
Also, make sure you are painting, assigning, erasing, then selecting a second vertex assignment. Otherwise, you will be left with these sorts of weird mistakes. Believe me, most beginners in Blender make this mistake, and I am one of them. Mark them somehow to keep track.
The process is long and tedious, but it is always good to experiment. In addition, add a small animation in Blender to see how the deformations are looking when in motion.
Also, sorry for not answering your question using all caps the way you did (too lazy to write like that, and caps hurt my eyes).
One vertex group will have not only red assignments, but also yellow and green ones, even light blues. These are meant to signify strengths. That is why I recommend using the Vertex Group Weight slider when assigning the weights to the model. You don't need to create anything new, just put in some work the cleaner method. Weight painting is mostly to give a rough organization, so it is better to be consistent as much as possible.
https://blender.stackexchange.com/questions/9390/how-can-i-mirror-weight-painting
SORRY BUT....
STILL A LIL CONFUSED!....WELL....A LOT ACTUALLY I CANNOT UNDERSTAND WHAT TO DO AND IF I ADD A MIRROR MODIFIER MY MESHES TEXTURE WILL MESS UP
"You need to follow a naming convention for it to work. Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror". You dont need a mirror modifier for it to work. See http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures/Editing/Properties and look for "Naming Conventions" "
Source: the link I sent you here. Basically change and test the naming conventions here and utilize this until you get all your desired results. Good luck.
Saves the headache. Longer names only make it harder to keep up with.
ONE MORE THING, I HAVE A LIST OF THE NAMES I AM USING FOR MY BONES...AND MY CHARACTERS RIG DOSE NOT HAVE THE "WEAPON BONES" (I DID NOT MAKE THIS RIG IT CAME WITH MY CHARACTER WHEN I MADE HER ON "AUTODESK CHARACTER GENERATOR") HERE'S THE LINK TO THE BONE NAME SI'M USING
https://www.kicodora.com/models/9-valve-biped-bone-names/
DO I NEED THE WEAPON BONES? IF SO WHAT DO I DO? HOW DO I PUT THEM ON MY MODEL? CAN'T I TAKE THEM FROM ANOTHER VALVE BIPED MODEL AND PUT THEM ONTO MINE OR WHAT?
TL;DR you don't need weapon bones.
If you want to know, just for the LOLs, then it is REALLY easy. All you have to do is make a bone, assign its parent to be the hand to which the bone is assigned, and rename it to weapon bone.