I kind of like this design though. The thing for me - at least before the patch - was that *as a weapon skill*, even with other skills on top, mechanical firearms felt very weak to me compared to other firearms. And it sounds like they still aren't nearly as good as other choices. I don't really care about their relative quality though. If they're at least somewhat better than before the patch, I think that's gonna be enough for me.
I've never felt that way. Assault rifles are extremely powerful. SMGs are the low-STR, DEX-affected version of ARs. I've been using SMGs during my current playthrough, and they're quite stronk with high Stealth, Commando, Spec Ops, and of course lots of grenades. I even have Sure Step so that I can drop crawler poison caltrops with absolutely no worry whatsoever.
Mechanical pistols were always more-or-less intended to be sidearms, which makes sense, considering that pistols are sidearms. Feats and buffs added later have elevated them, not to mention Temporal Manipulation, the min-maxer's best friend.
Sniper rifles... are stronk, but I have yet to complete a playthrough with them. Bad luck hits you too damn hard, and there are too many times when you're dumped into a tiny box full of gankers. Being denied long-range engagement on a regular basis does not endear me to a long-range, all-or-nothing weapon.
Crossbows felt very weak to me during my Crossbow/Traps playthrough. That was before v1.0, let alone Expedition and the techniques people developed of using Ambush and lots of crit feats and specialization points to essentially turn it into an arrow wizard.
I've done a sledgehammer tin can and a spear riot armor playthrough. They were, on the whole, more challenging to use than mechanical firearms.
This game's meta has become all about piling on crit feats to deal absurd damage, which annoys me, but oh well.