I admit it does feel somewhat biased as far as the need for a gunner. But then that depends very much on what ship you happen to be on with what guns. There are guns that excel with one ammo type, but then there are others that do with many types...this is where having a gunner can make a decent ship into a more efficient one.
When maxing out gunner, I fully admit that I had help. As in, I play most with my fiance, Alistair, whom of which favors pilot. This was a huge advantage. We would work together, he comparing ship builds and I working with him on plays. And with us working together, it made it so that even ships where three engis are seen more often (like squid) he insisted that I stay gunner to utilize every gun he brought. We have done some crazy stunts working together, and I got my max levels with this class. As a result, I got good enough to the point that others request me staying gunner. The downside is that Alistair doesn't like playing without me gunning for him since we have such good synergy together.
While not a very satisfying reply, I suggest to a gunner, if you can, buddy up with a pilot. Play together long enough and you'd be surprised what you can accomplish.
Also, I like the idea of more hats. Hats are awesome.
But even better would be more ammo types. More ammo types means more need for them and more need means a gunner is a must. I'm all kinds of alright with this.