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If you want to make a temporary rebalance for yourself while you wait, everything is exposed to XML in this mod and requires no programming experience to change. You can go in and change the numbers to what you want, and if you want help adding research requirements or anything else, I can help!
I may also look at increasing the costs as you said in materials or research, though if I add a higher research requirement it would be from vanilla, not in the GiTS tech tree due to technical reasons (having no core mod makes this very annoying to work with). It will depend if I change the actual performance of the guns first and if so how much.
And thanks, I'm not a very experienced modder but I try my best :p
Could also be an idea to pull them in the GiTS tech tree, where are already the brains are in. Some weapon mods making the trick that you have to use the advanced research bench to unlock them, so you can not achieve them before microelectronics. that could be one way. but I would still argue that they should need at least 1x adv. component. It makes totally sense, that this weapon are top notch like late projectile guns, but is for balance reasons problematic, if they making standard weapons like a AK47 or AR-15 and even more advanced modern weapons instantly obsolete. for me, they are powered like the marine pulse rifles from "alien" and of course, I would instantly swap my AK47 for a pulse rilfe :p even to use the Seburo Guns alongside charge guns does not feel wrong... so to me, they feel like a different branch of almost same power, like an alternative... and that could be thers fitting role.
I made this mod quite a while back and kinda want to revisit it anyways to improve some stuff when I find the time.