Fusion rifles are slowly becoming a problem where they don't really have some sort of "skill" check. Snipers have an accuracy check, shotguns have a movement check, and grenade launchers have a map knowledge/prediction check. Fusion rifles feel like they just blast and kill. I believe that Fusion should return to their original state that they were in Destiny 1.
Back during Destiny 1, Fusion rifles were projectile based, and the range stat effected the velocity of your bolts. After the shenanigans of D1 Pocket Infinity, they remained in a good but not overpowered state. Then we get to Destiny 2. With the double primary loadouts, Fusion rifles were moved to a Heavy slot and were made hit scan to compensate for the change in slots. Since Forsaken and we've been given the special weapons back, fusions haven't received any major tuning. Shotguns have had their range reduced a few times (and their pellet spread messed around a couple of times), snipers have had their aim assist/bullet magnetism adjusted. Heck, even breach loaded grenade launchers have had their share of adjustments to compensate for their movement into the special slot. Fusion rifles haven't had this, they've had the effectiveness of a few perks reduced but apart from that, they've actually only been buffed. I know some people are going to mention that rapid fire fusions were moved from 7 bolts to 12 bolts and high impacts were moved from 7 bolts to 5 bolts, in a burst, but this has only made them stronger in their role.
I believe changing Fusion rifles to projectile base will help balance this weapon type out in PvP and leave it unaffected in PvE, even though I don't really see people using fusions in end game content anyway. Adjusting the range stat to be velocity instead will make them easier to balance where you can specifically tune each archetype with their intended range. It will also add a tracking and prediction skill check at longer ranges. It will also mean that players can counter fusions with good movement.
Range of course would still be a stat for fusion rifles but they will be fixed like rapid fires would have like 20 or 30 range whilst high impacts and precision frames can get closer to the higher 80 or 90 stats.
Tl;Dr NERF FUSION RIFLES
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The thing with Fusion Rifles is that, historically, issues caused by them have more often than not been one weapon, rather than the whole weapon type. Erentil, Main Ingredient, Likely Suspect, Iterative Loop (with Antaeus Wards), I'm sure it won't be long before people start throwing Plug One into that group. These have been weapons that were solely responsible for getting perks nerfed. By contrast, there have been any number of Shotguns and Snipers throughout the game that have all been good simultaneously. There's always going to be, by definition, a best item and a best roll that sees the most use, but you can use anything decent in times when the whole class is good. Since Final Shape launched, there hasn't been a single Trials week where Fusion were used more than Shotguns, it was rarely even close. The community doesn't avoid using overpowered items, and will always gravitate towards what is best. I think your take on "checks" is a bit dismissive of how Fusions work. The Shotgun movement skill is often just rushing in a straight line and getting there faster than a primary TTK with the occasional swerve thrown in. Snipers have an initial accuracy check but the chance is gone if you take even a slight amount of damage, so it has to be done before a fight even starts. Fusions reward positioning and tracking, and leading your engagements - baiting the opponent into a situation that's more favourable for you. To be clear, I don't think [i]any[/i] of these take that much skill to pull off, but it's certainly not right to say that only one of them takes none at all.