Please DON'T make weapons do more inherent damage with EGO level...but instead...
I saw the bit about increased EGO scaling for weapons and was immediately reminded of the vocal (minority of?) players who push for weapons to inherently do more damage with a higher ego requirement. It is a very dire mistake, and one I hope will not be made.
Now, if this was a clever (or awkward) way of talking about fixing the messy path weapon progression currently takes with which slots and which synergies are available when, that's good. Feel free to ignore everything else I have to say, or at least skip to the last paragraph for a little suggestion. If you're just cleaning up a functional idea, that is usually a good thing, and I'm specifically talking about the "higher ego means bigger guns" idea that needs to die. Trying to make Defiance into any version of Borderlands on the weapon-stats front is just going to kill the goose that lays the golden egg...
I'm going to be blunt here: any significant EGO scaling of the damage value on weapons, even something as simple as 1% per 100 ego, is going to have drastic long-term effects while doing little or nothing to placate the players who are currently asking for damage progression. You will never make the numbers big enough for them, because they are looking for Borderlands-esque progression (double your damage every couple hours) in a cooperative open-world MMO. You already know it's insane. It just won't work, as I'm sure your design team can attest, and if you try to give these players what they want you'll lose what makes the game great--the trail-of-breadcrumbs vertical/horizontal progression system you currently sport--without actually succeeding in pleasing the people who originally asked for steeper weapon progression.
I sincerely hope you don't fall into that trap...because it most certainly IS a trap. I get that players like bigger numbers, I really do, but there is already a huge difference in overall performance between low-EGO and high-EGO players. All those +4%, +12%, etc bonuses that already exist add up (as I'm sure they were intended to) whether or not that vocal minority I mentioned possesses the faculties to recognize it. It's there, and very clear if you actually test it...which I'm sure you have, but I doubt your petitioners took the time to check.
What will occur--and it WILL occur if you follow through with this plan--is that the gulf between low-EGO and high-EGO will rapidly expand. That kind of power inflation is why, in MMORPGs, it's often pointless to try to play with friends of a different power level. It also begs for a repeat of one of the problems RIFT had with open-world content--massively different levels all mashed together to try to complete events, to the detriment of everyone who wasn't at or near the cap. Ask your partner team from RIFT what happened in the game's youth when high-level players would swarm the lower-level zones to farm rift events and invasions--and that will be the entire Defiance world, all the time, due to the design here. The majority of this game was made to encourage open-world play, with rewards for having the biggest numbers, and no mechanics that actively penalize farming a lower-challenge area (right now, none is needed, but this kind of scaling WILL make it necessary). They had to make some pretty steep restrictions on which levels could benefit from what rift events, and even then there would sometimes be world events that would break it...and we would see those much more often thanks to the otherwise-entertaining episode pursuits...
I understand wanting to give players what they want, but this is a situation in which players are asking for one thing (bigger numbers) when they actually want something else (the ability to easily tell they are more powerful). You might find more luck in making a lot of people happy by simply making a summary page on the character stats that lists out the total bonuses in play for a particular loadout (total of all reload, damage, etc bonuses). That won't please the ones who seriously do want to double in power every few hours, but it would at least make the vertical progression component of this game more apparent to those who have reasonable expectations but haven't realized they are already being met.