Advantages and Threats cancel each other out in the base game. Reiterating this was probably deemed unnecessary since it's a key game mechanic across all three lines.
only reason I bring this point up it to look at existing weapons and trying to rebuild. (standard difficulties so no chance at despair)
eg. Heavy Blaster Pistol would need to generate a roll of 2 adv/triumph (stun setting), 3 adv/triumph (destructive), 1 threat (heavy), 3 threat (ammunition-inefficient) total of 5 adv and 4 threat, or 2 triumphs and 4 threat. if adv and threat negate as per standard rules you would have to depend on the triumphs. which mean the chance of making a heavy blaster pistol become extremely high for a common weapon.
if you try and recreate alot of the basic weapons you will find they depend on a combination of adv and threats to help define their flaws and improvements.