Considering how much use we've already gotten out of the
Lemmings 2-Skills Thread, in this thread, I'm doing the same hypothetical consideration for the Worms games. Given that Lemmings and Worms belonged to the same company, Team 17 (perhaps, both still do?), the parallels seem obvious: Both games deal with small, easily expendable animal creatures.
I'm only referring to the 2D Worms games here (Worms Armageddon, Worms World Party etc. - the latter of which had a non-zero influence on inspiring both Lemmings World Tour, as the name shows, and a select few levels in my earlier packs).
The main limitation here is that, with these being weapons first and foremost, and skills second, a lot of these are basically only variations of the Bomber / Grenader: Their main purpose is to create craters and/or kill enemy Worms (in SuperLemmix, that would be Zombies). However, a few of these are also utility skills, and/or do indeed have the main function of being constructive of destructive skills.
Let's get going!Bazooka - We've considered it for SuperLemmix already, as a ranged Batter. The discussion is still ongoing.
Mortar - It sucks in Lemmings 2, it also sucks in Worms!

The main difference is that it breaks down into smaller projectiles on impact; I'll discuss the potential utility of that further down below.
Homing Missile / Homing Pigeon / Patsy's Magic Bullet - A homing weapon might be more powerful than the Grenader; in fact, also potentially overpowered. Most importantly, though, I don't see how to make this work without an extra click, like the Archer, Roper etc. require it in Lemmings 2: The Tribes.
Sheep / Sheep Launcher / Super Sheep / Aqua Sheep - Launches an explosive animal that either walks, or flies through the air, or can be steered with the arrow keys - much like the Super Lemming can be steered with the mouse. Where the Super Lemming only moves a lemming around, though, this would essentially be a grenade that can be moved around the same way as the Super Lemming (assuming we wouldn't want to bring the arrow keys into the game, since they are already occupied for the purpose of directional lemming selection). An Aqua Sheep is a Super Sheep that can also be steered through water. If applied to a Super Lemming, that would mean he could also fly through water if he happened to be a Swimmer, too.
Grenade - We already have this one in SuperLemmix!

The only difference is that it has a fuse / countdown in Worms, rather than exploding immediately on impact.
Cluster Bomb / Banana Bomb / Super Banana Bomb / Salvation Army / Priceless Ming Vase - These are grenades that explode into further splinters, which then in turn do further damage / create further craters. While the Banana Bomb is pretty powerful in Worms, I don't see how this could be implemented in Lemmings - at least not without creating an overly complex skill shadow that also predicts where the shrapnel is going to land.
Battle Axe - Cuts a Worm's health points in half. Not useful in Lemmings, since Lemmings don't have HP.
Earthquake - Shakes the ground so that enemy lemmings (=Zombies) might fall off cliffs and splat, go into water etc. Would only work with tumbler physics, i.e., perhaps in Lix, but not in NeoLemmix / SuperLemmix.
Shotgun / Handgun / Uzi / Minigun - We've discussed this idea, but it would basically only serve the exclusive purpose of killing Zombies - which several other skills can do as a side-effect by now.
Longbow - Would be equivalent to the Archer from Lemmings 2; I think we've already ruled this out because of the double-click requirement.
Fire Punch / Dragon Ball - This is a skill I recall proposing in the "joke skill ideas" thread, where a lemming would jump upward, carve out a little path through a ceiling, but could also punch and kill a Zombie in the process. The Dragon Ball, meanwhile, is a projectile that flies in a perfectly horizontal manner. In contrast to the shotgun, this Dragon Ball is large enough that you could reasonably assume it would also damage terrain.
Kamikaze - Another skill I brought up in the "joke skills" thread: The Worm / Lemming goes in a straight line at a fast speed, even across gaps, creating a tunnel in the process, and exploding at the end. Basically a Runner-Basher that ends in a Bomber, but can't fall down along the way.
Suicide Bomber - Identical to the Lemmings Bomber, except it poisons the Worms around it, so that they slowly start losing health. "Poison" in SuperLemmix means "turn into Zombies", so that would be pretty useless.
Prod / Baseball Bat - Both are ways to shove Worms / Lemmings off a cliff, except the Baseball Bat of course has a much longer range. We're already discussing the Lix Batter for SuperLemmix, so this is basically the same thing.
Dynamite / Mine - You can set these somewhere and run away before they explode. Like the non-lethal Bomber in Lemmings 2. Since Lemmings aren't damaged by grenades, and you can drop grenades right in front of a wall, we basically already have this. Also, I think one graphic set literally uses the Worms Mine sprite as an exit button instead. I've turned that into a joke on my Paralems level "Funny little red buttons", where I placed such buttons and one-use traps side by side.
Mole Bomb / Mole Squadron - These are Bashers / Miners / Diggers turned into projectiles (and the Mole Strike features several of them): You can throw them, they start tunneling, and once they get out of the tunnel, the next time they hit terrain, they explode. That latter part would be optional for Lemmings purposes, I'd say.
Air Strike / Napalm Strike / Mail Strike / Mine Strike / Carpet Bomb / Sheep Strike: All of these are basically just salvos of various objects that drop from the sky at the point where the player clicks in the landscape, create craters of varying sizes, killing enemy Worms (=Zombies) in the process. Too unpredictable for Lemmings - and probably also too powerful for any "kill all Zombies" level. Again, since Lemmings don't have health points, a single "damage" would be enough to take a given Zombie out. Also, since the player has to click where the strike hits, this would fall into the same exclusion criteria as the Archer, Roper etc.
Blow Torch - Now this is where it gets interesting!

I once proposed this in the joke-skills thread as a tool that could go through steel (and ONLY through steel). In Worms, it's Basher, Miner, and Fencer in one, because it carves tunnels while the player can steer the worm with the arrow keys. We wouldn't have any need for the latter (it would be too overpowered). But a skill that has the dedicated purpose of going through steel might at least be an idea worth entertaining.
Pneumatic Drill - Worms' version of the Digger, except it also does damage to enemies. I don't think we need a Digger that happens to also kill Zombies. We are still considering a drill as one potential tool an upward Digger could have, though the discussion currently seems to favour a propeller?
Girder / Girder Starter Pack - Worms' version of the Builder / Platformer, which can be rotated freely and placed anywhere in the level manually by the player. No need for this, we already have these functions in Lemmings, it just works slightly differently.
Ninja Rope - A very versatile tool a Worm can use to swing around the level. I once proposed a Rope Slinger as a joke skill, which would be essentially like an inverted Pole Vaulter from Lemmings 2: A lemming could attach a rope to a ceiling (e.g., one that's not Shimmier friendly), or even just a single point of terrain (Spider-Man style) to swing across a gap, or swing up a certain height, with the latter being more like the Pole Vaulter.
Bungee - Another thing I once proposed as a one-time-use Floater, to get a lemming down safely, without turning this into a permanent skill that immediately solves all later splat falls, too. The lemming could also jump off the Bungee rope, and then hold on to walls or ceilings as a Climber / Slider / Shimmier etc.
Parachute - Works the same way in Worms as in Lemmings 2: The Tribes, except in Worms, there is wind, which can't be controlled by the player, in contrast to the fan in Lemmings 2. No need for this, we have the Floater, Glider, and Slider.
Teleport - We have teleporters in Lemmings; this would be the same thing as a skill. Again, it would require clicking twice. And in Lemmings, it seems pretty overpowered. In Worms, it's counterbalanced by the fact that the game is turn-based, and teleporting immediately ends your turn.
Scales of Justice - Evens the score of the total health points of both teams. Not applicable in Lemmings, as again, Lemmings don't have HP.
Flame Thrower - In Worms, the flames do damage to other Worms. The Flame Thrower in Lemmings 2 just creates one crater somewhat similar to the Grenader at a close distance. I think we've already concluded that this would be too narrow to add any incremental utility.
Holy Hand Grenade - Basically what happens when you combine the Grenader with the "Nuclear Bombers" gimmick from NeoLemmix 1.43: The crater gets much bigger.

Hallelujah!
MB Bomb - Just a big a** bomb that slowly floats down from the sky and moves with the wind.
Petrol Bomb - Explodes and creates flames. I did once entertain the potential use of creating fire object trigger areas with a skill, in order to create an obstacle for Zombies to walk into (or for regular lemmings to walk into in those corner cases where these lemmings would mess up the puzzle solution otherwise). Still, almost certainly too fringe.
Skunk - Poisons enemies, then explodes. In Lemmings, poisoning enemies, i.e., Zombies, is pretty pointless, since poisoning is precisely what turns lemmings into Zombies in the first place.
Mad Cows / Old Woman - Pretty similar to the Sheep / Salvation Army weapons, no additional utility here.
Concrete Donkey - One of the most powerful weapons in Worms, this is a Digger that works at a distance: It falls from the sky and removes terrain in a vertically downward manner until it reaches the bottom of the level (where there is usually water in Worms levels). All enemies in that area take a bunch of damage, and unless they're thrown out of the area by the repeated impacts, they'll probably end up drowning / falling out of the level at the end.
Indian Nuclear Test - This is the "Rising Water" gimmick as a skill: It quickly raises the water level by 120 pixels within just one turn. Could be used to turn water areas into lifts for Swimmers, and/or to kill Zombies, and/or to free Blockers / Freezers that are also Swimmers (see my Lemmicks level "Here comes the flood"). It also poisons all Worms so that they start losing health points (not applicable).
Armageddon - No, this is not synonymous with the nuke: A bunch of meteors fall from the sky, creating a bunch of craters in the process and doing a whole lot of damage. Too erratic for Lemmings.
Surrender - THIS, in contrast, is indeed synonymous with the nuke.

Worms actually do explode when they die, too. I'm just not sure if they also die when you surrender, or if they just wave the white flag. Technically, it's closer to just pressing Escape.
Skip Go - Skips your turn. Not applicable in Lemmings.
Select Worm - Allows you to select a different Worm on your team. Not necessary in Lemmings, since we can always freely select lemmings (except for Neutrals and Zombies, of course).
Freeze - Freezes Worms in ice cubes. Guess what, SuperLemmix already has this in the Freezer!
In short, I'd say it's mainly the tools that are interesting to Lemmings, more so than the weapons:- Freezer (already exists)
- Grenader (already exists)
- Baseball Bat / Batter (being discussed)
- Rope Slinger? (swing across gaps / inverted Pole Vaulter)
- Bungee? (one-use floater)
- Blow Torch? (go through steel)
- Concrete Donkey? (Digger at a distance)
- Mole? (Basher / Miner as a projectile)
- Teleport as a skill? (probably too powerful)
- Kamikaze? (Runner-Basher that explodes at the end)