I'm out of my element with heavy flak, so forgive me if I say things that are known to be impossible. I'm not entirely sure on the going rate of death from 1.3 flak with two shots. I assume that a gunner can be trained to hit all shots in three shot clip, so the thing here was (which we seem to agree on) is that it isn't able to simply murder any ship in that three clip. If so, then ammo me up.
For the arming, it was purely just to compensate for the added reality that the long game has gotten harder, and with large arming times, your bubble of "oh crap, we cant do anything to him" can be large, so a reduction might help mitigate that.
Right again. It's purpose is to maim. I do like the idea of it suppressing though too, to a lesser degree than it's main role of killing. If my armor is up, I couldn't care less about flak shots. If armor is down, I'm looking for them the entire time. Any added suppression will make me at least factor it in as a threat at any time vs the former. It already light's things on fire thanks to the explosive damage. The fire damage was just to give it a slight bite to armor/balloon, while not giving it something OP like piercing.
I suppose you can say we agree here for the most part.
What about giving it Impact damage as a primary while slightly increasing the secondary Explosive damage?
Eh.
So, this is becoming a nice discussion after our little...uh...misunderstanding there.
A trained gunner could kill a ship with a heavy flak using a 2 ammo clip with the help of other guns/ships - or alone, although it's taken some time. Quite nice if you ask me! It needed lesmok though - and lesmok only, which is a problem, as you've already stated.
So, since lesmok now gives it one shot less, I think upgrading it's clip capacity to one more might help, giving it two shots with lesmok again, but adding more shots when using burst and other ammo types (they're using percentage too!).
Regarding the arming, I see the main problem in even letting the enemy get that close to you. How comes? Because of too many clouds? Or because you're already going backwards and he didn't die? Because whichever problem applies, we need a whole different strategy of getting rid of instead of covering it up. The heavy flak should stay the long range gun it is. It's main counter is to get close to it! That's one of the factors which doesn't make it that OP again. Never touch a running system.
Yeah, using it as surpressive weaponry might be quite interesting, but as said: first you need to speculate about the AoE of fire damage - and how much of it would be dealt.