Basically situation is the following, done in comparison:
Gatling Laser.
Gatling doesn't need any damage dealing perk.
It does 80-100 damage on range to any kind of build, since 90% of all armors is camk2 and there is no perk that can decrease it's damage. All builds equal in front of it.
Has range of 40. 3 shots per clip.
Can be used by EW snipers as self-defense on hexing range, also with critbuild gatling shots are deadly blows for 180-200 damage.
Instakills \ nearly kills target in onehex blow.
Really big range for damage dealer.
Can do splash damage in small cone.
Very stable in DPS, because of only few bullets need to hit the target.
Drawbacks:
Needs 7(6 with brof) ap to shoot, so it needs jet\actionboys to be used. However due to overall perk cheapness, you can allow yourself 1\2 actionboys without much suffering.
Weapon needs relatively more time to farm it + ammo (but if really they drop from Enclave like shit, with MFC rain from same place, so don't know what's the problem for EW users with getting enough amount of this weapon), no bonuses, no weapon perk like "accurate" demands more skillpoints into Energy Weapon to use.
Splash damage hits teammates hard.
Avenger minigun.
It needs minimum 2x damage dealing perks to execute, to deal damage on range equal to gatling - 3.
It does very unstable damage on range to any kind of build, since there is a lot of bullets in bursts, so chance to miss is higher, it decreases stability of damage, making range bursts unreliable. Thus critbuilds working bad, because of bullets missing instead of hitting target and rolling crit.
Has range of 35. 3 shots per clip.
Can deal devastating damage if all bullets hit to paper characters - jet users, 1x toughness, snipers.
It's good in hex range, can do oneshots\nearlykills for jet users\other damage dealing characters, but with that bullets misses it can sometimes do ridiculously low damage (to be honest this can be applied to any weapon, hexing is suffering without being sure it'll deal full damage instead of half bullets disappearing, avenger just suffer most cuz most bullets per barrage).
Critbuilds, however, can score incredible damage (more than 200) if got lucky, bet that luck is rare.
Can do splash damage in moderate cone, very good benefit in some cases.
Can use bonuses, also has "Accuracy" perk, that somehow decreases amount of BG skill needed to operate the gun (it doesn't help much, from what I heard avenger user still needs it's bg skill around 270).
Drawbacks:
7(6 with brof) requires either jet or ca+1ap\+1ap weapon or action boys to shoot twice. If used with jet as solution, it becomes very paper, so price is too high.
Range of getting pizduley - 35 firerange is a range where only tank builds can feel somehow safely, with good chances of survival, making non-tank avenger users good frag meat, but bad damage dealers.
Builds with high DR pretty much ignore avenger in ground, especially with DT\DR armors.
Splash damage hits teammates, requires precious positioning, that decreases time before damage is dealt.
Conclusions:
2x unreliable bursts is not worth investing brds and actionboys\crits.
It's much easier to counter damage from avenger (and also some other weapons), then to counter damage from gatling.
Tanks dealing more stable and reliable damage, than bursters. Gatling-tank users just dealing more damage.
For range fight LSW is better than avenger, even if all damage dealing perks applied.
Suggestions:
Gatling damage from 64-84 to 63-79.
To do something with avenger - best option is to make damage stable, so damage dealing perks will be worth it, but to lower crazy crits from it. Imo it's not good to see snipers dying from 1(!) blow sometimes.
That's why Stopping Power as perk for build or as perk for weapon can find it's place.