This includes stuff like ejecting spent rounds out of a gun, paying close attention to rounds fired and having reloads when necessary, and more. If we have culture based on Mining to fight off monsters at night then we will have multiple jobs based on besides mining, Warrior, Guard, Farmer, Lord, BlackSmith. This isn't really specific to gun animations or the Armory but just try to have detail in not only the environment but the way objects move and interact. Born in miner family then becoming miner is a tradition. And just in general, try to pay attention to detail. I'd recommend watching this video, it has plenty of useful information on the matter. They're great for making gunfire (especially in combat) seem more powerful. Use particles for both the muzzleflashes and impacts. I recommend scaling down most models for any animations excluding first-person ones to about 0.8, as they're a little bit large due to MC's weird character proportions and me trying to keep fairly consistent pixel sizes. You can get some basic information about whatever weapon(s) you're using, along with the source for the sounds, in the 'Info.txt' document, although the info contained is only really useful if you already have a bit of existing firearms knowledge, so I still recommend doing your own research.
Or at least try to avoid the Hollywood bottomless magazines trope. Try to research the weapon you're using and find out how it works on a basic level and use that information in your animation.