Updated.
Gun now returns unused ammo to inventory when removed from armor.
Costs reduced a little.
Added armor research requirement to gun because it's relevant.
Currently the enhanced laser is almost not needed, I'm having such an easy time clearing bases with the flame thrower, in addition to the battery+shield buff. So I will not be increasing the stats on it (as I was considering previously). 1 reactor and 2 batts can easily power 4 of these, casually stroll through spawn camps.
The gun on the other hand, VERY useful for early/mid game. It burns through ammo too quickly to rely on it, still should use flamer for the heavy lifting. But it's pretty great. 2 of them in modular armor keeps you plenty safe.
Still have to test multiplayer.