I use this build for firearm pistols:
https://underrail.info/build/?HgUQAwUHAwdGMADCoAAATmM5AABnZw83ZwAAAEZoAF8BFzE6HlvCo8OSSybDkVkSEcKzAgvin4QB4rWuCeK9hAXfvw
I usually prefer refurbished wasteland hawk since it dazes and stuns enemies in melee range, and lets you proc opportunist. It has good enough damage to where most enemies die in a single shot, and it's a guaranteed kill on anything except tanky robots and bosses when using a special attack. I also carry the Butcher's Cleaver coated in leper poison in my off hand, to apply expose weakness and broken ribs. I run special attack boosting goggles since I have 5 special attacks (aimed shot, point shot, kneecap shot, rapid fire, and execute), and since I get 9 ap shots from bullet time I can kill at least 5 enemies on the first turn. A close range Rapid Fire has a 73% chance to stun, which can be followed up with an execute to kill basically any enemy in the game (I used this exact combo to repeatedly kill abomination). I usually kill TC enemies first since they are very dangerous due to bilocation, and I can throw a grenade to kill if a TC enemy ever gets PSP up. With Expose Weakness and W2C ammo, I can kill a Naga in a single rapid fire. E-pistols have a similar reasoning for their high placement, since electroshock pistol can kill 4 enemies with each special attack (aimed shot, point shot, kneecap shot), if you have a smart module and special attack goggles. My main gripe with SMGs is that the you require constant reloading (8.6 steel cat only has 20 max ammo, and with a 9 shot burst that's 2 bursts before reloading), which locks you into bullet strap belt. SMG's are also very high maintenance, since they chew through ammo and repair kits very quickly. Pistols just feel more satisfying to use, while also not being a pain in the ass to maintain.
Interesting points. But don't you get frustrated by playing a 1 cool-down dependant build like this? Out of Bullet-Time, you have 17-18 AP attacks, meaning 2 per round. And you probably already used AP booster during BT, with a high-to-definite chance of 15AP reduction, meaning
1 shot every other round, unless Eel Sandwitch was taken for 19DEX? And all this at level 26 - way worse below that. And then you get the Misses... oh god.. rolling those on high-AP attacks is fun killing for me personally at least.
I dunno.. I solved SMG repair problem with Dissasemble in this build:
https://underrail.info/build/?HgcOBgMGAwfCoEEAAB4AZEAqNzh0bDM7ZAA3AMKdAAA-TzlNMBU3AiYrSTsnJMKHwoXCtU4Wwp7CreKfogXioo0C4qeqA-KokgXfvwI can boost Perception by +2 from consumables for total of 241 Skill. Evasion is negated by either Ambush or Entrapment or Stun. Disassemble is also a great source of Repair Kits (recycle full condition items) for Uniques or till you can spec into Dis and money and in extent - ammo. Also SMG's with Full-Auto, allow for a REALLY effective silent assasinations, with Refurbished Mini-Izu and Expertise in mind.
I tried Pistols. I agree with most of your points. But that dependance on Bullet-Time and in extent Stasis for 2 turns of awesomeness is meta-gaming and roulette playing combined, imo.
There is a reason, people bemoan the 1x4 damage spread of .44 Hammerer's. And the build you posted has no mobility, apart from gear, evasion reduction is either melee range or Ambush (which should be taken earlier).
I guess my point is - I almost never F9 playing SMG's, the exact opposite of Pistols... SMG negatives, bar ammo consumption on a certain expedition downwards, can be easiliy negated with 1 Feat. SMG's are at their 100% all the time. They can go 300% with Ambush in effect as that at certain point is 100% Crit's + Evasion reduction. Ambush can be set up with Molotovs, Flares and TK Proxy. Missing is never a problem, as if other targets are near that will likely land on them instead. Also, there is another 50 bullets coming right after.