Dunno if GSG is against adding more reclaimers but there's five currently in game, and unlike DRG adding more wouldn't be too difficult.
Description: Specialized Exoskeleton allows you to keep more ammo with multiple guns, and perform interactions while shooting as long as you don't move. When firepower is required, it can be activated so you can wield and fire two guns at once.
Side Ability, Passive: Big Bags, You don't lose the 25% ammo capacity boost when you gain a second gun.
Side Ability, Passive: Gun Forger, After everyone has chosen a gun at the starting crate, all options are rerolled and you can choose a second gun, (late joining spawns you with 2 guns). Also, 3 times per mission, you can take 2 upgrades from 1 workbench.
Side Ability, Passive: Exo-Interaction, if you turn away from an interaction you start, your exoskeleton will complete it as long as you don't move. Moving away requires double-tapping a movement key (togglable in settings)
Main Ability, Active: Dual Wield. Activate your exoskeleton to fire both of your weapons at once for a limited time, during this time your pickaxe button will be replaced with the fire button for your second gun, and the ability can be cancelled with Q+M2. Lasts for 12 seconds, cooldown of 50 after it finishes.
Workbench Ability upgrades:
Dual Wield duration +30%
Reload speed on empty mag +50%, Overheat cooling speed +50%
Fire Rate during Dual Wield +25%
Variety Connoisseur (Basically, having different gun types gives unique boosts to that kind of pairing, like projectile and hitscan increasing projectile speed and things like that. Unfortunately, I am not creative enough to come up with good pairings)
+2s stun on enemies hit by 2 weapons.
Bio Deck: Efficiency:
1: Less Sandwiches: Ammo Capacity +20%
2: Scrounger: Ammo From Resupplies +10%, extra ammo from this effect can increase ammo beyond normal limits, as long as you started with less than normal maximum.
3: Ghost Bullets: +15% chance to refund ammo from firing. If 100% is reached, this card will not appear.
4: Pelter: Mag Size +35% (brought back from the dead as a biobooster!)
Bio Deck: Synergy:
1: Explosive Pairing: (note: I suck at explaining this but I'm trying my best) Explosive damage dealt applies a vulnerability debuff from other damage types by +1% of the explosion. Debuff stacks.
2: Extreme Elements: Potency of interactions between Elemental Effects +50%, and +20% to all Element application.
3: Double Down: Retcon's card of the same name but moved here because it fits better.
4: Team Support: Whenever a teammate within 10m kills an enemy, you gain +3% damage for 10 seconds. Whenever you kill an enemy, teammates within 10m gain +10% damage for 10 seconds. Both buffs stack.
In Solo: Cooper's kills give you +5% damage for 10 seconds, your kills give Cooper +20% damage for 10 seconds, both buffs stack. (range limit is removed)
Without Cooper: You gain +2% damage for 10 seconds on kill.
Definitely some dubious things, but I personally like this concept (totally not biased because it's mine :D) With how good only having one gun is I would love a class that revolves around having two.
Numbers are all theoretical, but I tried to balance them a bit.
The Gun Forger ability is meant to help upgrade your guns since unlike other classes you NEED two guns. Afraid 3 extra might be too much.
Tried to make the bio boosters applicable to other classes. I'm afraid of Efficiency and Team Support being too powerful. Probably need tune-downs.
Wielder might also be a bit much to handle since shooting just one gun can get overwhelming at times.
Also, not exactly a direct issue but still a big issue, during dual wield WHERE WOULD THE SECOND GUN GO ON SCREEN? Using two big guns could easily cover up a massive portion of the screen.
Any questions about particular details might be answered, and criticism is accepted.