Thirsterhall, as you surmise this method of applying the beast actions as weapons will require a lot more coding in the extension, some it quite involved.
I'll summarize, if you want gory details I can provide them, just ask.
I can ad-hoc add items to the Weapons group. I would have to write a parser to extract the details from the beast's stat block and add them to the "weapon" Attack and Damage information block.
This is insufficient though; there is no differentiation between melee and ranged weapons so the extra rage damage is applied to both.
To prevent that, weapons as Items (in the records library) must be created and then added to the Druid/Barbarian's Inventory - this provides the additional required info, the Item Subtype, e.g. "Simple Melee Weapons" or "Simple Ranged Weapons". Additional parsing by my code is needed to extract damage data.
But worse yet, the player cannot create an Item, the DM has to do it. Code might be able to circumvent this but I don't know.
Recall, the DWSI extension allows either the player or the DM to Wild Shape the character. If the player were to Wild Shape the character, a request would have to be sent from the client instance (the player) of Fantasy Grounds up to the host instance (the DM) to create an Item. Once created the host must share the item and then report back that it's done. This is asynchronous behavior and I don't know if it is actually manageable - meaning the timing of asking-creating-reporting-adding to inventory, might not be possible.
Assuming it is, the client, once notified must add the created Item (the weapon) to the character's inventory, equip it and then modify the Attack and Damage details so that they are consistent with the beast's stat block.
Now, oddly enough I thought about going this way originally, but I didn't want to write the parser, so I went with the Power Group idea instead. Investigating this now, revealed to me just how ugly it is. And it might not be possible without a bunch of pre-created Items: the attacks: fist, claw, bite, thrown rock, etc. Which was what this extension was meant to avoid - pre-creation of stuff.