That is entirely opnionated, there's many people that don't think the same and hence people that will disagree exist and they have a solid opinion on the matter, hence nothing will be achieved by barking at each other.
I personaly think the Gunner just needs more ammo types as I stated in my post earlier, nothing on the Gunner is broken at the moment, they bring versatility at the cost of possible specialization with extra firepower (Buff hammer comes to mind). Some people will prefer the versatility, some won't, that's the beauty of it. I can't see any way to make the Gunner more viable without making him mandatory.
Yeah, but if we're going to discuss the premise itself, then as you said it will just go back and forth since you can't convince everyone.
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The main problem is that you have to give the gunner something that the engineer won't just take for himself instead of ammo.
So what if we add something that is used while you're on a gun, that doesn't require reloading.
Maybe make lochnagar into something that isn't ammunition, but works best when combined with special ammunition.
(I'll just start throwing around crazy ideas)- Lochnagar that isn't ammoSo you can activate lochnagar, but it damages the gun per second. Then you can combine it by loading the gun with an special ammo type that reduces damage taken.
(maybe some kind of overheat, overclock explanation to this)
- TracersActivate and you will fire a tracer round each 5nd shot. Useful for aiming.
(yes tracers usually are ammo, but you could make it a tracer muzzle or some kind of gadget)
- FlaregunA pocket sized gun that fires flares, will keep ships nearby spotted automatically for X time.
Can cause fires, very long reload time.
- ScopeUse a scope with the weapon to get some form of aim assist and zoom in ability. Not something you attach to the weapon, but rather a gadget of sorts.
- Weapon specific buff toolThe buff could stack up to 5 times, but would disable the gun for 9-15 sec when you apply it, to keep you from doing it in-combat.
Firing the weapon would wear out the buff, but special ammo could make it last much longer. (which means it's pretty useless unless you bring both the tool and right ammo)
This also gives the gunner something to do while not in combat.
I really think the key is having things that become very useful when combined with ammo.
The engineer has mallet and spanner, you need both tools. Applying the same principle to ammo makes it more worthwhile with a class with more gunnery item slots.