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I ended up applying these changes to the XComRPG.ini for the "Even More Specialisations" expansion for RPGO (since I usually play with a ton of additions for the mod because it's awesome):
[Infantry X2UniversalSoldierClassInfo]
-AbilitySlots=(AbilityType=(AbilityName="RpgTacticalSense"))
-AbilitySlots=(AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="SurgicalPrecision"))
-AbilitySlots=(AbilityType=(AbilityName="RPGO_LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="RpgAggression"))
-AbilitySlots=(AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="KillEmAll", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="RpgTacticalSense"))
+AbilitySlots=(AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="SurgicalPrecision"))
+AbilitySlots=(AbilityType=(AbilityName="LW2WotC_LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="RpgAggression"))
+AbilitySlots=(AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="KillEmAll", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
This did achieve the intended result - sort of. I might someday make my own mod for this sort of thing, but this works for now as a stop-gap measure. I might also monkey around and see if I can get LW2WotC_LightEmUp to be mutually exclusive with RunNGun, because I'm fairly sure that can be easily achieved given how accessible the file itself is.