I get what you're saying... But the producers of Splatoon so far have demonstrated that they are very in tune with the evolving meta and habits of its players and have been adjusting accordingly. I'm sure they noticed the trend that everyone who used rapid blaster stacked on a bunch of damage. It strikes me as uncharacteristic that they would just get rid of Damage Up but not consider all the weapons that are very damage-dependent.
If they're uncomfortable with giving it such a high base damage, they might play around with stuff like ryechu suggested. They might be able to find a good subweapon that mitigates things as well.
(Watch them release a Weapon Damage Up ability next and make the whole discussion moot.)
The evidence against Damage up or Weapon Damage up or Sub Damage up is strong.
case in point
Every single old piece of gear in this image, of which there are a lot, have the same ability as they did in Splatoon, except for those that had damage up, def up, bomb range, or special duration. What is interesting is that those that had bomb range up, like the Black Inky Rider now have Sub power up, which makes sense given that sub power up is a superset of bomb range up that is replacing BRU. The gear here that had DEF UP in Splat 1, such as the Cycle King Jersey, Slipstream United, Takoroka Mesh now have bomb def up, and those that had dmg up like the snorkels, and the Varsity Jacket now have ink saver sub. The snorkels were visible in another e3 footage.
As far as I've seen, there isn't a single exception to this rule. The gear carry the same main abilities as before (likely to aid quick recognition, and help our memory), except for these new maps BRU -> SUB POWER, DMG UP -> ISS, DEF UP -> BOMB DEF, SDU -> SPECIAL POWER.