you are correct that I'm using a strict weapon vs weapon argument to strength my argument, and that might be a bad argument, I don't think how fire chemical pistol is not better than grenade though in both damage and proc chance, plus the burning ground thing, you are also shooting at one person at a time, so I don't see the benefit of setting multiple people on fire.
The main benefit is that you use one action to illuminate multiple targets and then can pop off criticals on them one by one, rather than having to double tap each one to get a critical.
by the way, if you can get three shots off acid chemical pistol in a turn, the chance of landing the on hit effect is around 70%, so not really a coin flip, just a little info for anyone who wants to try out the duel chemical pistol build.
The probability of the effect happening
at all raises, but it's still a coin flip's chance of the weapon being able to project damage with any given shot that can compare with other weapons. The acid blob pistol depends very heavily on being able to proc its on hit effect in order to be competitive damagewise and it does this far too infrequently. It would be a much better weapon if its stats were simply identical to an incendiary pistol but with acid damage and acid entanglement rather than fire damage and burning.
all of them are good points that I cannot argue with, and as you said I highly value the cc and bypass nature and the damage type of chemical pistol, to the point where I do not consider the damage difference to put chemical pistol as vastly inferior or inferior in everyway compared to 0.44 and its positives and negatives, whether it's alright to buff chemical pistols or not I do not know, but I strongly think throwing knives should be buffed before the developer even touch chemical pistol (doing a throwing knives poison build right now) , all the points, either good or bad about chemical pistols are already made, so I rest my case unless someone has something new to add.
I won't even try to analyse throwing knives as my experience with them is laughably limited, but I would be inclined to agree that they are pretty crap (I've always thought of them mainly as a poison-delivery device for characters with Throwing, but I don't think that's the developer's intent). For chemical pistols, just doing something about the inability to benefit from stacked effects would make a huge difference to them. Some kind of AP cost mitigation would be good too, even just making them work with Gunslinger.