've discussed the nuances of archetypes in a few recent articles, but one thing that I really need to emphasize is that archetypes should be clear to players. If they start picking cards in a pair of colors, they should start getting a sense of what that pair does. Munitions Maker is a very explicit signpost for the +1/+1 counters archetype once you start seeing other cards, but it's an excellent design because it's also simply good in a vacuum, an exciting design that immediately gets people thinking. The "each creature" part in the activated ability, however, is a clear indicator to look for more +1/+1 counter cards. This subtle indicator of an archetype is an excellent quality to have in an uncommon.
So, here we can see seven things uncommons let us do in a set: be a little more complicated; be a little weirder; be a little more repetitive; be a little more powerful; be a little more advantageous; be a good signal; and be a good build-around.
Hopefully that gives you all some good inspiration for uncommons for Tesla! Again, you can check out what we have over at the Multiverse.
Until next time, have a good week!