Hmm, categories kinda does sound boring to me, since it sounds like a number of the same weapons with a few minor alterations, rather than each gun being a unique experience that makes sense to use against an infinite horde of bugs that charge at me relentlessly.
The crossbow in particular seems like a bad idea to deal with the type of threat biters pose and how combat goes against them. It would seems like the LMG would be the best tool for regular attack, while rocketlauncher or sniper for specialized high-damage or AoE shots as a secondary attack. Having SMGs and ARs alongside the LMG would seem like just variations on the same thing, though less impressive in regards to firepower.
Not sure why you'd want to implement a reloading system, given the vanilla game's combat against infinite waves of biters probably prompted the simplification of combat to be the "hold spacebar to fight back" thing (along with the basic cooldown) in the first place.
About the sprinting and dodging, I hear that these are not a priority, thought I would like to highlight that there are cheaper ways to add these features that don't require changes to animation or any new graphics.
Sprinting might be simply achieved by giving a temporary exoskeleton speed boost bonus, without ever touching the graphics.
Likewise, dodging would simply forcibly push the location of the player avatar without any changes to animation, even without needing to consider the rotation of the player.
If anything, simply displaying I tiny symbol icon (a green upward arrow graphic) next to the player character while the sprinting or dodging is on would be enough information to me as the player to be well happy with it.