So in 17.6 (doesn't it seem like an aeon ago?) FC implemented a way to 'upgrade' some of the classic weaponry to the modern day's Anarchy Online. It was panned, booed off stage, and then the weapons were immediately forgotten, though I don't know if those weapons are used by any froobs or not.
Panning aside, I took a look at these weapons to see how viable they would be and what it would take to MAKE them viable, and came to a pretty quick conclusion: They'd be decent weapons in most situations under 2 conditions: Assuming you could get your hands on ql300 weapons, which you cannot, and that the requirements were not scaled as poorly as they are (ql 1-300 scales from 1-2000 weaponskill, along the lines of AI weaponry, when this is nowhere near as good as such). For an example, a pistol (which needless to say lacks Burst and thusly immediately loses to the CDR) at 1k skill would net you...92-138 (92), and the weapon ql is 150. For a quick comparison, The CDR is 65-143 (162) (And while every pistolero has them, they're not typical weaponry), and a ql150 AI would be 115-172 (115). Equal requirements for lesser effect does not equal goodness. On top of that, the ones most interested in wielding these weapons, the froobs, lose out because the requirements are so stratospheric comparatively that they're very difficult to attain, and thusly lose out to more common froob options.
The other problem these weapons have in execution as opposed to theory is that while the DB allows for ql300 weapons, in actuality you can only get up to ql200, which compounds the problem earlier of horrible requirement scaling in that you need 1335 in a skill to equip a weapon at ql200 that is sub-par to any and every other option you have available regardless if you're a paid or free user.
Having looked at these weapons for a few, I come to the conclusion that they're not actually BAD weapons, just a few simple mistakes made an OK weaponset into a horrible option for players. Here's how you can fix that:
1) Weaponskill requirements need to be changed. 2000 @ ql300 is fine for AI weapons, not so much for what amounts to a lesser weaponset. 1500 however is more in line with scaling, gives ql200 weapons saner requirements to equip, and combined with suggestion #2, would give a decent challenge to froob characters wanting a challenge to equip better gear.
2) Implement the weapons up to ql300. Part of the idea of these weapons were to have a money sink to pull spare credits out of the system, but the cost vs reward equation failed, partially due to the reasons stated above, partially due to excessive cost to upgrade these weapons. If ql upgrade kits were introduced, that would allow for a 5-25 ql bump in the weapon, achieving ql300 weapons would be possible. Considering that the requirement scale is different than that for AI or LE weapons, this means that there would be points in time in a character's development that an upgraded RK weapon would actually be a viable choice.
This should take a weaponset that got horrible press and make it more viable not just for froobs, who could use such an option for endgame raiding on RK, but also for paid players at certain points in their development. Certainly some professions that have horrible weaponskills would benefit from having weapons with easier requirements.
(PS: Pistols need Burst!)