Armed to the Teeth
You're equipped with an arsenal of weaponry and tend to use most of them during any given combat. At 3rd level, you gain an additional object interaction on your turn which can be used only for drawing a weapon. Additionally you may choose one of the following bonuses which cannot be changed.
Dual Wielder When making a melee weapon attack with your offhand weapon as a bonus action you may now add your ability modifier to its damage. At level 13 you are able to wield two-handed and heavy weapons with one hand and they are treated as light for the purposes for two weapon fighting.
Exotic Armory You gain proficiency with an Exotic Weapon of your choice. At level 13 you gain proficiency with a second exotic weapon and exotic weapons you use gain +1 to attack and damage rolls.
Bandoleer All weapons with the Light property also gain the thrown property (30/60) for you. At level 13 when you hit an enemy with a thrown weapon they gain -1 to their AC until the start of their next turn.
Show and Tell When you draw a weapon that was not previously used on your last turn it gain +1 to attack and damage rolls. At level 13 this bonus is increased to +2.
Additionally you gain the following Resolve Ability
Quick Draw: As a reaction to taking damage due to an attack roll you may spend one Resolve to sheathe a currently held weapon and draw a new one. Make an attack roll with the new weapon if your attack roll is higher than theirs you gain resistance to the incoming damage.
This Should Work
Due to your vast number of weapons you always have the right one for the job. At level 6 a number of times equal to half your proficiency bonus rounded down, as a free action you can swap one of your held weapons with a sheathed one. Attacks with the swapped weapon have advantage until the end of the turn.
Weapon Collector
At level 13 you gain the additional bonus listed under your 'Armed to the Teeth' choice. Additionally you gain a +1 Meito of your choice that you are proficient with. This choice can be change during a long rest, but the previously selected weapon is lost. You are always considered attuned to this weapon and it does not count against your attunement count.
Meito Connoisseur
At 20th level you gain three additional attunement slots which can only be used on Meito. Though any passive benefits a weapon attuned to in this way are only active when you are holding the item. Additionally you gain a bonus to attack and damage rolls equal to half the number of Meito you are attuned to.