I've actually found that there's been less complaining with shotguns just out of the picture. I've actually found people having more fun without them. Since you've last played cover has been added to park and I'm re working sawmill to support 10 players safely.
Just so people are aware, I'm probably removing the FAL, Tact Magnum, Normal Magnum, and the Scar. Again I'll work on finding out what damages are on each and change accordingly.
whaaaaat? you're (considering) removing all the good weapons ;-;
how about you buff the automatics like AK 47? make them deal more damage instead of removing all the good skill based weapons. or reverse that: reduce damage of these weapons you have listed
oh, and make the revolver a primary, rather than a secondary and primary.
it seems like you're intent on making it so that everyone uses more than a specific set of weapons. but understand that removing the ones people use most only make them revert to other ones which they'll use most, and so forth until you pretty much have the same weapon up on the wall 5 or so times, except they're reskinned.
the solution to this issue is to have maps like City Block, which gives people using automatics an advantage since the arena is too small to use ranged rifles as well. having close range maps that force players into combat, without knowing who is where, can debuff weapons just as well as damage reduction and script editing can.
if you've ever played Ligacy Warfare, "The Grand" is a good example. All weapons work well in the limited area, but given the amount of player contact and combat, automatics tend to work best. The Gallery is similar; in this case accurate automatics or rifles work best, any spam-based or high-damage-per-second weapon really.