Ambush is universaly good if you want to trigger it but stacking it with evasion reduction at close range is completely redundant. Eva reduction is for when you can't / don't want to ambush that evasive enemy.
Energy pistols does have small subset of resistant enemies, pistols (thanks to W2C ammo) work on everything.
JHP ammo is massive damage boost and helps a lot when fighting natives.
Having real chance to finish enemy off even when non-criting is huge boon.
High caliber pistols have consistently higher critical chance than energy weapons when using steadfast aim, except for plasma weapons if you want to use them for some reason. Even then, the difference is 3% crit chance and if you really want to have equal cc to plasma, you can use 9mm falchion.
Laser sight (+RR) can be used with Smart module (+RR) because you have 2 weapon slots. As for special attacks not having +10% precision, it's your choice which weapon to use: LS against evasive enemy with low hp, Smart module agains tanks, or simply run up to enemy and Point Shot with smart module to the face when it has both high HP and evasion.
Initiative has huge random element and enemies are varied, so +7 initiative makes huge difference even on high dex build if you want to consistently start the fight first.
Bullet Strap belt is not downside, you can use other belt and reload for 11AP more if you want Doctor's pouch for some reason. It's just too good to pass, especially since you can switch ammo types. Having something too good to pass is an upside
Crit special attack with smart .44 will delete anything as well, costs 1/3 of electroshock on bullet time, non-crit can kill things as well, pistols have access to Rapid Fire which is absolutely devastating against single target and for electroshock to shine, you need lucky roll on special effect.
It's true bullet time shines later in the game, that's why I advice to not go Versatility route and stick to perception.
The fact Stasis benefits everyone is not relevant, what is important here is the Stasis is specifically even better for firearms pistols because Bullet Time is a buff (very powerful buff) and Stasis, in addition to everything else, extends buff duration. 2 turns of Bullet Time is enough to win most of encounters in the game.
As for anecdotes, I cleared entire upper floor of Lunatic Mall in 3 turns using .44 on level 22-ish and insta deleted every arena fight with rapid fire.
And I strongly disagree with "slightly better turn 1". It's not slightly better, it's absolutely devastating turn 1 and turn 2 with no counter and leaves energy weapons behind in every aspect.
Not saying Energy weapons are bad, or universally worse than firearms btw, they obviously have their uses, unique gameplay, better reward for critting, better for consistent fights, better for drug junkies and are cool. Just want to have fair assessment of both playstyles and firearms, in my opinion, dominate energy weapons during first 2 turns and have many other reasons to pick over lazors.