Stuff I will try to address but first I am confused
Okay, first of all I'm not sure if I made sense in my previous post or not.
Reading your answer makes me feel I couldn't come through with what I was trying to say.
I never stated DPS is inherently bad, the first part of my post was about my confusion about how this term is evolved into a mechanic by itself since for what I can remember the term itself was born to condense the amount of information and calculations required to have an average damage per second, or at least it's the way I have always applied said term.
To be honest I am not that keen on min-maxing, breaking mechanics over my knee or in general "master" the system (as in making it your bitch) so when I read how much some people here know the ins and outs of certain games (@DraQ with Morrowind spell system comes to mind) I am awed and cannot feel but that I don't think the majority of the players even understand that much in the first place.
But hey it's the Codex and I have been learning all sorts of shit from this place, things that are useful when I play so it's all fine and good.
So when you say that
DPS is just one thing you can assign to a weapon, right?"
I get the feeling we are talking about two distinctive things.
1) the sum of all the variables in the system uh...objective (so just the weapon in itself) + the circumstantial factors (character stats, synergies, armor of the opponent and I-forgot-what-else) = mh.. applied DPS
2) a lazy system design in where DPS is the only really important factor in determining the damage dealt by the character to an object or actor in the game world and all the rest is fluff.
it is terrible to claim that DPS is bad and let's replace it with other passive stuff like Crit range, damage type etc. The evil of DPS is that it is a non-reactive method of playing game. With DPS and weapon damage type like modifiers the role of the player boils down to right clicking an enemy in melee. The only way to solve that is allow activable tactical abilities that you have to CHOOSE when to apply.
But why can't one have both?
The DPS by itself (definition number 1 above) is just a means to simplify a complex (well to me) amount of math that is able to give you the ability to understand the expected damage dealt in a given circumstance, what is missing from this equation is the use of active and reactive mechanics (usually called skills) that can and will make a difference on top of the passive modifiers of whom you speak.
Did I understand your post?