Frankly, I think the most viable option I've seen so far (and one I'd be most willing to try, though I still lack the optimism everyone else has over this resulting in something that is still fun) would be to reduce the SoG speed bonus to 10%. The early game would be quite a bit more difficult, but this way multiple speed mods would no longer be nearly worthless (in fact, you'd need them to get up to high speed), DG 1 would now incur a fair penalty even with max speed gear/traits (max speed being 200 energy, and with DG 1 it would become 280 energy [the former allows you to dispense nearly a full clip; the latter only half before the enemies get a chance to return fire]), and we won't have these blasted stepdown numberings that will make for not only slightly screwy mechanics but also mystery shots because those ones-place numbers added up just right for this or that reason.
This *could* work better in my mind if DG got some overhauling at the same time, or at the very least if damage bonuses given through traits contributed to knockback (it's ridiculous to me that damage mods work fine for this, but not damage enhancing traits). IMO, DG really needs some buffing to make it more worth the trouble. The way I see it, pistols require one of three major enhancements: damage, speed, or enemy control (speed slightly overlaps this, but knockback is the other factor to this, especially in open areas where knockback is the only defense against taking return fire). I see DG as a damage enhancer, and right now the balance is swayed towards speed (which I like, but which people seem to not like as is). I also see DG wasn't used beyond the first level in 985, and then only for damage. Now with mods it's hardly used at all. I think a place to start would be to do one of two things: either fix it so you can place mods on both equipped weapons, or make it so DG2 allows you to switch between two different pistols. With that, we could finally make use of rapid pistols, or at least be able to use two advanced, heavily modded pistols (I find it terribly ridiculous that advanced pistols are worth as much as normal pistols in AoMr just because you can't mod them, and that only because you can't switch over to them).
EDIT: About Brute... yeah, something's wrong. I committed suicide by former foos in an AoB game and found that while the trait selection page says you get +4 damage, the end screen says you get +3 for your ToDmgMelee bonus (which is supported by the fact that I had to go through a few foos the first time to get a sarge to survive two hits on cautious, where he ended up as mortally wounded [which thanks to my work on finding HP values and their correspondence to the health descriptions translates to 2 HP; meaning 1+3+1+3 or 8 HP of damage was done in those two hits, the lowest possible result]).