Madmole has talked about legendery items many times in the dev diary. You probably heard it there.
		
		
	 
	
		
	
	
		
		
			* Clubs 4 tier +Baseball bat   3+bat
* Sledgehammers 3 tier
* Knuckles 3 tiers
* Knifes 3 tiers (i might be wrong on the tiers here) + machete  2+machete
* Stun Baton
* Spears 3 tiers
* Axes (these are tools) 3 tiers
* Pistol  pistol  + smg is considered same line  lacking  1 tier (9mm ammo)
* Revolver    magnum+desert vulture
* Shotguns 4 tiers
* Bows 3 tiers
* Crossbows 3 tiers   just two
* Machine guns 2 tiers  3 tiers  ak , assault rifle ,m60
* Rocket Launcher
* Rifles  3tiers hunting rifle marksman rifle  sniper rifle
		
		
	 
 all i say is cross out wrong ones and pointfact you have complete chaos  in weapons + tiers probably meaning you probably didnt seen some of them too much
	
	
		
		
			Now this is realistically 12 ranged weapons, so in total we are sitting on 21 weapons. In a normal playthrought you will find all stone age gear in like 5 loot boxes what means that theres just not enough items in the rotation to justify any limitations.
		
		
	 
yeah yeah  day  24  i still didnt see  1/2  "  stone age stuff"
	
	
		
		
			Now the problem as you said is that plenty weapons feel identical is because they are practically just tiered versions and our combat is kind of "lame". Dont get me wrong i like whacking zombies but the only difference between whacking with a club VS sledgehammer is the attack speed. The feeling is missing.
The melee can easily by expanded with the following:
- Boomerangs: basic hitting animations and a throw plus return mechanic, emphasis on stun effect
 
- Chakrams: slashing animations with a throw plus return mechanic, emphasis on bleeding effects
 
- Whips: Long range attacks and big sweeping style power attacks. 
 
- Swords of all kind: Sweeping slashing attacks and stabbing attacks
 
- Hatchets: Axes but throwable
 
- Maces: The middle ages solution to some guy wearing armor, emphasis on stun effects
 
- War Crime weapons: The stuff the Geneva Convention forbids like the knife what creates a permanent bleeding wound
 
- Metal Baton: Its not electric but hits hard creating slowing effects
 
- Gunswords: We are already pushing it with the blunderbuss so might aswell have one of these one-shot crazy creations
 
 
boomerang chakram hatchet =  yeah lets take uniqueness of spear tby making bunch  of throwing weapons  with very minor differences ( boomerang especially as spear have emphasis on stun already  
 
 
metal baton =  100%  same as club  as clubs are focusing on stuning  / knocking down
whip = we already have spear uniquer by large range but weak damage .. sweeping attack is just boring minor change
mace :  soo metal club with stun effect ?  100% same as what we have
sword :  yeah different animation  /attack degree  will make it sooooo unique  just kiding .. reskinned sledge that already have sweep heavy attack  leading just to ridiculousexperience seeying  guy witk AK  on back running around with sword lol
rapier would fit more ... but still ... 0 uniquenessas both axe / sledge  have quite wide aoe attacks
War Crime weapons :  when people complain knives  that both knives and machette  are bland boring and outclassed weapons because zombies die before bleed matter .. yet someone comes with idea to bring longer ( and presumably weaker  to balance it)  bleed
gunsword : the only  "unique"  idea ...  bit bizarre  clumsy to use (sacrificing power attack button to shot?) probably with insanely bad stats for both  sword and the gun itself (gun miniaturized + lacking barell/sword alot heavier than machette/sword because the gun)
not to mention all the mods that give you those featureson any weapon you want want more stun  ? sure ... bleed on club ?  no problem ... more stun on shovel ? fine  burning fireaxe ? ..... we basically have enought melee weapons  to feel them too  similar to each other .... making base item even more cosmetic by all the universal mods
a18 example
new spear = unique by range weak dmg and throw  .. throw  with stun effect is only thing that makes it relevant due to unique gameplay
stun baton =  club that  sometimes  root  zombies .. pointless compared to classic club that knockdown them (more often) and with more damage
everything doubled by the fact melee weapons become obsolete midgame (significantly weaker than guns used just to save ammo on slow zombies (even fireaxe one shot those) especially now with " critical injuries"  when zombie hit you for  1 dmg and you lose 25-50 from injury instantly leading to people playing safe = ideallyf rom range  more than ever
	
	
		
		
			The idea is that by expanding the avaible choices of the player you can still limit their progress but in a less apparent way. The current looting system seems to be created for the sole reason to slow down early gameplay so players realize later that theres no endgame but at the same time it manages to make players realize just how little stuff we have.
I heard somewhere here that its in the plans to release a "legendary" tier weapons something like T7 equipment unique and hard to find only in the designated pois.
Im not sure where i heard it maybe it was from 
@meganoth, i cant remember exactly so if i mixing stuff up sorry.
		
 
well endgame exist ... its actually too long as chasing perfect roll t6  is  slow enought to bore you ( god i reached day  150+  in a18  withou seeing  t6 military leg armor thats better than my t5  

  )
they   slowed looot like this  because people  had high  tier weapons /steel tools during first week often most tools  iron  /steel  during first day making stone tools  completely pointless and progression close to none  thats why they first locked crafting them behind high tier perks... just to realize they can be easily looted  and slow down loot  in next alpha
a17 locked steel weapons  to level  80+
a18 removed lock on level because people cried  but removedthose tools early from traders and  force us to get parts for them
a19 delayed steel tools in loot  = they appear more and more commonly after week
t7  doubt ... they may or they may not   but they made many steps to make  t6  legendary tier ( its not sold at traders, it cant be crafted, its single tier with  most mod slots= t1=1 t2-3=2  t4-5=3  t6=4) so you basically have to loot it  from high tier chests and its forced to be unique