Yeah I also noticed tanks and healers are not that high in dps. However they do have great sustain or cc properties. I see GNB as more of support as you said but maybe b+ on all traits. I also see GNB as a tank that is more of a support that jumps in and finishes or helps finish the job. Note that anytime you match up a job role with another you get instant synergy (WAR-any dps etc.) I feel that was the core direction initially: at minimal 2 job synergy. Because alot of time you just need two people working together to shut down another random team due to the way it's all matched.

So like you said in a 1v1 the strengths and weaknesses show. But as a team GNBs bring alot of assists. I also noticed this in the endmatch stat boards. Most tanks hardly have kills unless they are really good opportunist but the assists are usually higher. Where as on SAM ...I know...I know (people say it's busted and I'm being carried by overturned design), I play more like an opportunist hence I can teleport 3 times to any player and either reduce their hp severally or finish them off. I do enjoy teleporting and deleting low hp players lol. I'm not a SAM mainly actually I just picked it then ran into try out the new PVP.

Anyway the approach to GNB I think is very unique and I hope it gets the adjustments it need. I like the job and actually wonder if they (devs), intentionally start low so after we beta test....ahem...they collect data, the proper adjustments can be made. But given some of what you presented as possible with the kits current design, they most likely will adjust off of the high level capacity in battle.

That or strip it down entirely because well ...they didn't get it (draw and junctions) or like it....lol.

And also we have to realize that it too may suddenly become busted so they may turn it up the buffs slowly. At which case given the kit people will be very wary of a gun breaker on any team because they may be suddenly able to 1v1 across roles. And we can't have that now because that not balanced.