It's up to you what you like best.
Dual wielding does more damage because most attacks are auto attacks (skill cooldowns).
I can say that if you don't go dual wield you won't do damage. Unless you use a two-hander, but scoundrel is not exactly the ideal ability for two-handers and scoundrel attack skills require daggers and don't work with other weapons.
Leveling Dual Wielding is part of building a damage rogue, unless you want to use axes, swords or clubs, but then Man-at-Arms is the better ability.
You can improve loot tables as much as you want, the big problem in this game is the too many different types of boosts with way too few drops with an RNG choosing the boosts. In diablo, it did not matter, because if you were out of luck in one playthrough, you had the same chance again for better loot in the next playthrough.
Divinity somehow copied Diablo's recipe with drops with lots of different attributes, but this does not work in its world with no respawn and no new game with a previously built party.
I 'improved' boss and miniboss drops a lot in XC_Bags and still there was hardly anything usable which could compare with crafted stuff or vendor items. Vendors are the only source for gear that works okay with the broken boost system because they have regular treasure recreation, a repeated chance for something usable.
People tend to say that vendors are OP but they are not. They only refresh their offer. The whole system is broken by design which makes vendors look OP.
A change to luck tables only somehow imitates the 'vendor behaviour' of having a constant stream of new stuff which of course increases the chances for something useful. Once all containers are opened though, there will be no more Lucky Charm drops.
In a system like Divinity's it would be much better to cut back on gear boosts altogether, or put much more into crafting.
There is a thread with a title 'Loot still is not exciting' (or something similar) in the D:OS2 subforum. It just shows that the system is flawed and will never get better without radical change. But handing out tons of loot with 'impressively colored tooltips' is a recipe for a lot of games to attract people.
Be aware that if you have changes that increase chances for decent drops simply by having a lot more stuff drop, you might run close to the out-of-handles-crash situation.
See what Abraxas wrote here:
How do you mod the EE?Now, all that stuff is not too important to successfully finish the game and gear is not everything in this game but tactics is more important.
And as said before, in my last playthrough - my XC_Bags test - Wolgraff was my best damage dealer, but I had built the warrior as tank and not DD and I stayed away from the OP master level mage spells and Rain of Arrows.