The way I see it, is two things need to happen for Mando guns to sort themselves out:
1. Westar charge shot damage needs to just not be that high, since even after unbugging the damage it will still do more damage than a proj shot on full charge, which is borderline insane given headshot multipliers and hitbox size. Right now westars can function as a frontline gun for mandos (perfect accuracy, good damage), but since the charge shot is so good, people just sit in the back of a long hallway and use charge shots as pseudosnipers, which kinda derails the point of the gun.
2. EE3 accuracy needs to progress slower with movement states affecting how accuracy changes. Right now, EE3 mando is relegated to getting picks because of its poor accuracy which hinders it at range. With running shots, I'm okay with current inaccuracy. With walking and especially standing and crouching shots, the inaccuracy should increase at a much slower rate, maybe 0.8x and 0.5x respectively. This ensures that a mando whose position is good can still actively participate in fights (a la prefiring corners, suppressing an angle, draining Jedi) without fucking their accuracy up, but can't get caught out in the open without suffering consequences still.
Combining both of these changes makes westars a frontline weapon with some longer-range utility in charge shot, and EE3 a skirmish gun that can still take and win fights, rather than the answer to everything being "westar charge shots 131 damage haha cornerpeek onetaps".
Other "fun" but maybe less necessary things that might flesh out the gun changes: Buff EE3 sniper mode damage to 75, remove the extra 1.15x headshot multi (so HS damage remains the same, bodyshot damage increases); allow EE3 sniper to shoot accurately when walking/flying (more mobile sniper for less damage?)