A few points I would offer to this discussion:
1) When a pre-buffed or buffed gun is destroyed and rebuilt, the pre-buff or buff disappears. If I am taking sustained fire from multiple component disablers (as is the vogue these days) the probability that I am hitting the target with a buffed gun is very low. This in itself is a huge barrier to getting a fully pre-loaded, pre-buffed gun on target, especially the gatling, which must wait until a very short range is achieved in order to initiate effective fire. In the majority of my competitive matches, I would say my guns (and again, particularly close range guns like gatlings and mortars) are successfully buffed for less than half of my engagements, if even that. Attempting to get another pre-buff or buff on a gun after it is rebuilt in the middle of an engagement frequently comes with the disadvantage of losing armor pop/rebuild awareness, or having your attention drawn away from other components which need rebuilding or repairing.
2) Related to 1, an unbuffed greased gatling has a clip size of 98, the exact number of shots required to pop buffed Pyramidion armor + 1 mallet ((780+250) / 10.6) Therefore, with a good gatling gunner who is trained to focus fire on specified portions of the ship where the chance of component blocking is minimal, the probability of getting a one-clip gatling Pyra armor pop sans buff is still quite high, if damage from ancillary sources is taken into account (e.g. Artemis / Mercury fire on approach to gat-mortar range, or a teammate's focus fire). In this instance the only added benefit of having a buffed gun is a reduction in armor pop time of .96 seconds (4.656 - 3.696).
3) If I am able to close to effective (not maximum) gat-mortar distance (<300m) over the approach of a kilometer or more, while taking fire from multiple long range armor strippers, balloon poppers, disablers, and hull killers, I damn well better be wrecking my target pretty fast. It is the responsibility of the Artemis/Merc/Lumberjack/H. Flak/L. Flak/Hades-dependent team to insure that this doesn't happen. If it does, well, that team should shoot straighter and position better next time.
4) Despite claims to the contrary in several of the above posts, there are definite drawbacks to taking buff kits. In one of the two most common configurations, Wrench-Buff-Chem/Ext, one sacrifices the added rebuild and repair speed of Spanner-Mallet. In the other, Spanner-Mallet-Buff, one sets oneself up for potential vulnerability to fire damage. These are both substantial negatives considering the difficulty of maintaining buffed weapons and components in the current Artemis-heavy meta.
5) As has been noted before, despite its utility in higher level play, the buff hammer is practically worthless with untrained crewmembers in PUGs. In its current form it is a high-skill, high-reward tool that raises the skill ceiling of the game, which in my opinion is very desirable.