I'd much prefer fewer hypercharges with bonus to potency, than having to spam weak abilities all the time, especially since all these ogcds do a lot of animation canceling which makes it look weird and visualy noisy or glitchy, why do we need flashy acrobatics on every shot if we cancel it with gauss most of the time.
Having two charges on ogcds is annoying for no real gain, same as with the hypercharge, I'd prefer having fewer but stronger ogcds.
Neither turret nor queen deserve a gauge. I don't understand why turret has to be a gauge relient DoT, and why queen relies on a gauge that does nothing else and is basically a timer, since we have no batery managment queen could as easily operate on a cooldown.
If we had skills that use batery alongside the queen, then yeah, the gauge woud've been more interractive at least. As it is now neither turret nor it's upgreaded variant feel any good to use, and you only see them if you'd use them outside combat for a screenshot. And i don't think qeen should replace the rook, there's no reason for it.

Wildfire could be deleted at this point and we'd loose nothing bar some potency, it doesn't alter anything we do and does less damage than a two skill "combo" that only has a cooldown for its requirements.

We gain nothing from loosing ammo, no interesting mechanics, not even ease of use. Instead of ammo ogcd we now have extra charges on gauss and ricco, so we still press ogcds in place of reloads, we just lost some job flavor for nothing really.

Reassemble drill is fun though.
But it doesn't work well with hypercharges, of which we have a ton now.
And i doesn't work with wildfire.
And the queen doesn't work with anything.
Nothing synergises, the job feels spammy for no real gain. Fun in open world and questing though.