I'm also new to the mod. I think the overwhelm factor is intentional/desirable, though. XPiratez is an "everything up to 11" style of mod: more weapons, more research, more enemies, etc. etc. If you're not feeling overwhelmed, the mod's not doing its job! After all, nothing's stopping you from fencing everything you get at the beginning and buying up a low-stress loadout of your choice. Muskets, cutlasses, and black powder bombs, perhaps?
Training dummies that calculate your DPS would go counter to the spirit of the mod, too. The RPS article emphasized the "ignorant pirates" angle. How does a pirate figure out if a weapon's effective? Hit somebody with it! Are they still standing? Hit them again! If they're still standing after that, maybe your weapon sucks and you should try something else. In that sense, you have a training room, and it's called "New Game". I don't know about everyone else, but whenever I play an X-Com game, I have at least two or three false starts before I play through to conclusion...
The only place I have gripes with the above is where weapon effectiveness runs way counter to common sense, such that you're unlikely to even try a given combination without forum/wiki reference. But those are pretty rare, and seem to follow the general rule of "primitive weapons are cinematically effective, Ewok style."