No surprises. Some of the DLC weapons are rather favorable additions instead of "optional sidearms". Most of them had a great impact on the gameplay.
- Flare Revolvers: Firebugs can flinchlock Scrakes to death? Awesome! One shotting steves at Hell difficulty? Better! Can set off grenades or pipes easier for doubled damage too?! Oh man...
- Dr. T's Lead Delivery: Faster pillowed trash clear for mando. Bigger drum magazine, the only thing that resembles a LMG with the R.S. Tommy Gun. Crouch, go down on iron sights and watch it clear a whole corridor in mere seconds.
- S.P.L. Musket: Straight upgrade over lever-action for the same weight. Scopic sights, higher damage, slightly slower but still fast and if you can aim, it drops everything onperk no exception.
- Buzzsaw: Only ranged zerk related weapon and a DLC which can speedkill FP on-perk instead of kiting it around with a melee slowly. You can speedkill FP with axe or claymore if you know what you're doing; but Buzzsaw also one-shots Siren and stuns Scrake or Husk in an emergency from a bodyshot within' long range as well.
- ZED Mk2; A lighter ZED field blaster, only down side is being ineffective against Patriarch alone (unless he's stasis'd by ZED v1 first). It can shut down Husk and Sirens for a small period allowing you to deal with big targets first and for all. Firebugs and Field Medic with DoT grenades loved it, as with DoT grenades their damage effectively tripled because of slowing down effect against big targets.
If they were all cosmetic items like gold and neon, I'd be surprised with that number as well. All of the community weapon packs had something unusual and caters to different tastes.