There's really only so much room to work with as we categorize each weapon into subclasses.
Subclass of the Small Guns as we see it are:
Small Pistols : Colt, SigSauer, S&W
Large Pistols : 223, 14mm, Deagle
SMGs : Self explaintory
Shotguns : Self explaintory
Battle Rifles : M1, G3, FAL
Assault Rifles : Self explaintory
DMRs : ACOG, PSO1, M21, SVD
Snipers Rifles : MSG, DKS, M1C
Light Machine Guns : BAR, SAW, LSW
It is our mistake to label all the weapons as the same tier because the formula that determined the item stats were not based on any guideline. So for argument sake, we'll address them as the "Meta" tier of each subclasses. Beyond the specific applications, I don't believe it is necessary to keep multiple weapons of the same subclass at the "Meta" level.
In our next weapon design, we've split them into different tiers and balanced each tier of subclass weapons against others. Prior to that, we wanted to flesh out and carve specific and unique roles, play-styles for these subclasses. In that pursuit we've chosen to ignore the current balance and just bring out 1 weapon of each subclass as a prototype.
We do have odd examples at the Sniper Rifles: M1C being a contender vs the DKS. Which is great to see 2 viable guns in the same subclass. In the future, beyond the baseline weapon we also won't hesitate to add in a "sidegrade" to the corresponding tier.
So for the time being, I'm just asking you to be patient and instead of addressing specific weapons, address a specific subclass. That to us is much more critical as we move ahead. I want each subclass of weapons to be unique to another and most importantly fun, thus it is important we don't homogenize them.
I subscribe to Brother Laz's itemization principles, hear some of his gospel here:
http://diablo.incgamers.com/blog/comments/brother-laz-explains-whats-wrong-with-diablo-iiis-legendaries As far as how actual balancing goes regarding numbers we do balance around:
- Alpha Strike ( Damage / 100 AP )
- Sustained DPS ( Damage / 15 seconds )
- DPS ( Damage / second )
From observation, the popularity lies in promoting high alpha strike weapons, and this rings true beyond just fonline.
These are the easiest to balance as the numbers are relatively simple. Then what range can this damage potential be applied at? Then we go onto the less meaningful but just as important things such as utility and support potential of the weapons. How much is crippling worth in comparison to flat damage?
The more pressing issues are : Are the weapon perks balanced? Is HTG as good as Crippling strike? We really should classify perk teir's and balance those.
I think its easiest to tweak damage numbers because that easily tangible and understandable, the implications are simple, target dies from bullet saturation. But I would prefer if every weapon doesn't just do the same thing.