in early game, on the first night, all you have to fight zombies with is a wooden sword. it swings kind of slowly, so you have to time your strike so it will knock the zombies away from you before they can hurt you. that takes a bit of skill. also, auto-swing is overdone in lategame, as it makes it way easier to fight. in my opinion, skill should never become obsolete, yet it does in endgame.
eventually, you get stuff like the flairon. in my opinion, homing weapons should be unchanged, except that they do much less damage and lack autoswing to balance the homing. it requires little skill to swing a flairon, and as endgame mobs are immune to knockback, it's basically a spamfest. i would like it if more precise weapons had greatly increased damage, like the heat ray. it pierces and does fair damage, but it sucks against bosses. so there would be weapons that are very precise and do high damage, and weapons that deal low damage and lack autouse, but spew projectiles like a hamster with a cheekful of carrots,(look it up on youtube, it's hilarious) thus balancing it out.
wo the more exact things i would change would be:
chlorophyte bullets do 4 damage less than the leading brand but the homing causes the bullets to hit far more often, resulting in a MUCH higher DPS. i would reduce the damage by 3 or so. and remember, the gun has a damage value too, and many hardmode guns have very high fire rate.
the heat ray would do twice as much damage as it currently does, as it only hits each enemy once with each fire, while weapons like the flairon hit several times per click and do roughly the same damage each.
the flairon would be nerfed to about 40 damage, with each bubble doing 50% the full damage. also, it would no longer autouse. autouse, when removed, makes players time their clicks correctly to get the most out of their weapon. also, the scourge of the corruptor would be mostly unchanged, the low number of projectiles and halved damage of the homing seems pretty well balanced to me, although i would remove the autouse.
the tsunami would shoot only 3 arrows per click, and the arrows not in the middle would either deal halved damage, or lose their special effect.(venom, star rain, bouncing) and it would consume 3 arrows per use.
razorblade typhoon would be mostly unchanged, but the damage would be SEVERELY nerfed to compensate for the homing, speed, and infinite piercing.
i know that anything that makes the game less OP is always poorly recieved, as players like it to be easipeezilemonsqueezy later on, but i, like the original poster, feel that this is too big of an issue to remain unnoticed. many other games have super easy to use weapons that make the game boring, like the ICBM from spore, the rapid-click ability from minecraft, and others, but terraria seems like the kind of game, to me, that breaks away from the traditional mainstream designs of most other games.
people often say "it's endgame, it's supposed to be super powerful" but that is never an excuse for removing skill from a game. one thing that made me like terraria originally was the fact that even in endgame, enemies were still a challenge. unlike in minecraft, for instance, you could not totally just stomp monsters even with the best gear in the game. this was(mostly) true in terraria until beetle armor, vampire knives, and the terra lasermachinegun were added. i sometimes would die in the hardmode dungeon even with turtle armor(the highest defense armor in the game at the time), the terra blade, and the scourge of the corruptor.
take the swords from minecraft. no, don't actually do that, people don't want to fight with axes. but in the old versions, no matter how fast you clicked, you could only swing it at about one swing per 1.5 seconds, so you had to time your swings right to kill things at maximum speed. now, you can just spam left mouse and you will attack way more rapidly than was ever possible before, and with much less skill required.
also, the terra blade is annoying as it is basically a lasergun that consumes no ammo or mana, deals tons of damage, pierces, gain sa high damage boost from the most defensive armor in the game, and deals even more damage up close. i would increase the damage, make it so the beam does half the damage of the blade, and remove the ability to autoswing. basically make it like how it was in 1.2.2 but with the blade damage increased and the beam damage decreased. people use it more like a gun than a sword as it is now, and that completely ruins the point of melee and the need for high defense armor as melee has just as much range as ranged now.
"if you don't like them, don't use them"
the thing is, even if you don't use them, everyone else will. and before you say "you play the game your way, we play it ours" remember that games are supposed to be a challenge. that's why they make restrictions, like "you die if your health reaches 0" or "you need ammo to shoot". they do that to make the game a challenge, but when they add things that require almost no skill whatsoever to use to devastating effect, that removes the challenge. in 1.2.2, i could barely survive the frostmoon, but when the new versions came out and i used beetle armor and a flairon, i STOMPED it into the ground. same skill, more power, less challenge, more boring.
with all that said, feel free to argue against my point and say it's ridiculous that i would support this, but i needed to say this.