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So yeah, I'm probably experiencing the same issue too. Hopefully it gets fixed, but honestly, just your post is already going to be a big help, since now I know what to try avoiding until they fix it.
Next time I play I'll try to test it out and see if I can identify it being the same as it is with you. If I notice that it doesn't work the same to me as it works for you, I'll come back and make another comment talking about it. I'd assume that would be valuable info for the programer if it were the case.
Weapon speed actually ISN'T what seems to be being affected. Instead, it looks to me like whenever a projectile is destroyed under the right circunstances, the weapon simply stops swinging completely until the projectile's animation finishes. It's not a matter of speed, but rather a fixed halt in the animation.
The distance where the projectile breaking affects attack speed seems to be different for each weapon, and mainly appears to depend on both attack speed and projectile velocity. Because of that, I've noticed that the issue seems to happen specifically when a projectile breaks BEFORE the animation of the swing ends. The Ice Blade for example has slow projectiles and fast attack speed, so the issue only happens when the target is very close. On the other hand the Influx Weaver has much faster projectiles, so the issue happens even on targets more than twice as far.
What seems to be the issue to me is that each projectile's animation is tied to the weapon swing that created them in some way, and whenever they're destroyed, whatever command is used to erase them seems to also stop the blade until it finishes, making it unable to swing again for a time while the projectile breaks.
I could be wrong, but I'm fairly confident in that being what's happening here.
Thread seems old and no one fixed it yet, but hopefully the mod developer is still around to do something about it, since it's a pretty big problem for a lot of weapons.