This may have been said already didn't see it in the first post, this post or the melee-llts post so I'll post it here as my suggestion to what to do with this thing.
Possible mod to the QL200 ELLTS:
8% crit chance
-1500 Melee Init
-500 Nano Init
-200 Ranged Init
+30 Damage mod
+100 Off
Perception 200
Aim shot 50
Fling shot 50
Burst 50
Full Auto 50
Dodge-Rng 100
Equip time: 2s
Why the huge hit to Melee and nano? This item was IMO designed for ranged weapon users. Not an Enforcer with a beam or a Nano Tech that decides to use a ranged weapon secondary to his primary weapon of nukes.
Adding the Dmg Mod helps, no evade bonus other then ranged as this scope was intended (again my opinion here) to be a long ranged item.
What you end up with is an item that buffs ranged attacks, makes it utterly useless for melee to use (MA can still use it for bow, just need to take it out for melee)
My 2 cents worth on this.