Since I am here I'll address the honorable mentions while I'm at it.
Stardust Dragon and Last Prism need not even be listed. They are the highest tier weapon from the very end of the game. Of course they are powerful, they are the best the game has. If you rip through everything else, so what, anything you would be killing is obsolete anyway. Would be like claiming Ultima Weapon is OP in final fantasy.
As for the Arkhalis, I see no reason to change it. As noted by scribbles it really is too rare to matter. First you need a shrine then you have a 33% chance of anything and a 10% chance of this weapon. At an overall 3.3% chance of a rare world gen set piece, finding one should be worthwhile.
5 - Vampire Knives
Frankly these shouldn't exist. The creation of Vampire Knives and Spectre Armor healing wildly changed the game. Everything after their creation was balanced to the healing they provide which in turn lead to making other forms of combat harder to use. (See Moon events.) It has slightly balanced out now, but even moon lord has anti healing measures. Something that would be altogether unnecessary without them. That said, since the rest of the game is balanced to Vampire Knives and Spectre they can't afford a nerf. There are many tangent arguments that can be made for the level of necessity. None the less as long as later content considers them for balance, any change to them would require a rebalance to that content.
4 - Bee items
As far as I see it Bees Knees and Beenades are just alternates to the mini shark. (Which also makes quick work of Expert WoF) An argument could be made that Bees Knees is better than Molten which should be the best in normal mode. Except it drops from a boss, which grants a slightly higher allowance for power. (Besides, mini shark is simply purchased) Given both are rendered near obsolete the moment hardmode starts, a change is unnecessary.
3 - Onyx Blaster
Ill be honest I have little experience with this weapon but, before calling for a nerf, consider the other weapons in its class the Dao of Pow and the Sky Fracture. Given that it is ranged I think if anything is being said here it is ranged in general is better than magic or melee. Not that Onyx Blaster is OP.
2 - Fetid Baghnakhs
These I have recently been acquainted with and as mentioned in the original post they are yet another example of how Crimson is superior to Corrupt. As a result like with the Onyx blaster I feel it is more appropriate to say Crimson is overpowered rather than the Baghnakhs. (The two versions of the darkness have been unbalanced for a long time.) What comes next partially applies to the final item too. The Biome Mimics are designed to be powerful early hardmode gear, yet challenging to obtain. Much like how in 1.1 Magic Dagger, Cross Necklace and Titan Glove were irreplaceable even after the Mech bosses. In fact, Cross Necklace is arguably a staple up to Moon Lord. That and the Titan Glove is used in several higher level melee accessories. Finally, the Baghnakhs shine brightest when used in a very specific set up. So between the super short range, (In a Terraria where even melee has projectiles) a biome specific version of possibly the hardest non boss enemy in the game, and a specialized set up to get decent results. Fetid Baghnakhs are fine as they are.
1 - Daedalus Stormbow
Like above, this weapon comes from a biome specific mimic. So I won't repeat myself as to why the drops deserve to be more powerful than some counterparts. As noted in the original post, Holy Arrows are a key to its power. In early hardmode it is a pain to farm these, especially enough to deal with most threats. The other problem is the wide area of effect the bow fires. Sure this is great for large targets such as bosses and invasions but, it has little use else where. So to get this bow functioning you need, to find a rare enemy in the hallow, defeat it, get a 20% drop, farm hallowed surface. Yes it could be said you could find it 20 minutes into hardmode but, it will more likely take hours. For that matter many player resort to "building" the mimics which takes even longer. Plus, I'm going to guess that the average terraria player will struggle to kill these mimics early hardmode. The game should never be balanced towards expert players. IF anything, the best fix I see to "nerf" the weapons is to remove the ability to force spawn the mimics rather than alter the weapon. (Thereby artificially reducing drop rate.)
Before I go, I understand this is a top 5 list based on Scribbles opinion. Were this a youtube video I wouldn't say a thing. However, it is being presented as a suggestion to the devs to nerf these items, which is why I felt the need to step in and say something. Having played the game since 1.1 and watching each new update I can say that nerfs generally only make things worse. When you take away something people rely on they find a new, sometimes more effective method to get what they want done. (Many powerful bugs and glitches have been exploited for this reason. Most of which wouldn't be in the average players eye if another less dramatic method had not be nerfed.) I have said it before I will say it again, players choose their challenge. Experts do not need to rely on exploits and therefore won't, but a player struggling because the game was balanced to be too hard for them will. (See spike nerf.) Does one player using a spike to beat something they can't otherwise hurt the moderates/experts? No, not in any way, shape or form. (However, if the developers start seeing experts taking advantage of something it means they did a poor job balancing. Not that the mechanic needs to be nerfed.) Therefore I am opposed to any nerfs that are not completely necessary, to which these are included.