"Attune" maybe?
The most interesting use of this weapon, I think, is flying it first, then using its ability on itself. It's a Dive that doesn't reset at the end of the turn, giving you something with exponential growth - something we've only seen ingame in limited form (think sky blitz + dive).
Since the above deck could be built pseudo-rainbow with quantum pillars, which would generate more than enough to sustain the exponential growth, I am not sure this card is balanced! Here's a decent draw:
Turn 1 - two Logthregor, one Animate Weapon, four Quantum Towers, play both Logthregors and animate one. (quanta: 1, total damage: 4)
Turn 2 - draw and play Quantum Tower, endow/attune both weapons. (quanta: 15, total damage: 12)
Turn 3 - draw Logthregor, endow/attune both weapons. (quanta: 22, total damage: 28)
Turn 4 - draw and play Quantum Tower, endow/attune both weapons. (quanta: 27, total damage: 60)
Turn 5 - draw and play Quantum Tower, endow/attune both weapons. (quanta: 19, total damage: 122)
At this point the growth starts to overwhelm the quantum gain and slows down, but you've got two sources of 32 damage on the field in five turns. This is much more powerful than Growth/Ablaze, and and even Steam. It's not an overwhelming speed of initial growth, as the better rush decks out there can get a 4TK sometimes, but the fact that the attack just keeps increasing makes this extremely dangerous. I think it needs some revision, I'm just not sure what to do with it.