Hmm, reading over the gun debates, I'm reexamining our guns, at which point I suddenly realized we've been talking clean past each other for a less obvious reason.
-Revolvers
--Close range - Used together with our sword, grants additional attacks, which can be made with either gun or sword as narratively appropriate, until we run out of shots. At this range, casting most spells is ill advised.
---For close range work the gun is mainly useful to project threat, our sword hits harder, period. As such to augment this role, it should be most effective to add fire per bullet to apply additional wounds.
--Mid range - Used paired, or used to supplement Shadow Knives. Mainly superceded by Shadow Knives, which are quieter, armor piercing, let us teleport and don't need to reload.
---For mid range work theres several routes, which need to take into account that you aren't going to beat Shadow Knives in its niche, find something Shadow Knives is bad at instead rather than getting a more expensive Shadow Knives +1.
----Multitarget AoEs, Shadow Knives fires quite a few blades, but if swarmed by goblins, snotlings or idiots, if Burning Shadows cannot be applied, and if we don't have the Acid Fog spell figured out yet...there is a niche here. Note that such a weapon considers repeatable fire as an important function, when swarmed its unlikely to be just the one swarm but rather up to 3-6 before we can get properly disengaged.
----Heavy hits, for opponents too tough to cleanly take out with Shadow Knives in a burst, or regenerators like trolls which don't really mind being stabbed a lot in the vulnerables unless they are literally gibbed.
--'Long' range - Used to triple tap opponents which are too durable to be oneshot by the Marksman pistol, and which sneaking up to and shanking with Shadow Knives/Branalhune is not an option for various reasons. In general the Marksman pistol or a Wand of Explosions should be a better fit.
---Covertness, this would Silenced guns for getting away with putting three bullets into a target without anyone realizing.
---Heavy hits, for ensuring that the target goes DOWN when you assassinate them with three rounds rapid.
So in conclusion, I believe we're talking about three items, and thats why theres a lot of dispute because you can't fit three items into one without being shitty at all three roles.
My recommended purchases:
-Paired Rune of Fire Revolvers - Meant for spamming flaming bullets in close combat or gouts of fire at mid range. To be used a lot of time with only as much time for reloading as you get between engagements. In melee they add multiple wounds on targets which don't need a Str 10 sword hit to hurt but DO have a lot of meat to work through.
-One At Sufficient Velocity Marksman Pistol - Meant for decapitation assassination of high value targets. Reusability per campaign a plus but you don't expect on firing this more than once per battle. You want something that hits very hard to penetrate armor, but against targets which do not necessarily have multiple wounds, like shamans and sorcerors, anything harder is a boss fight, not assassinatable beyond an opening round wound.
-Wand Of Explosions - Insert battlemagic item here. You use this once or twice per campaign to straight out fry everything in the target zone, or take out ultra hardened targets. Recharge irrelevant.