Being a relatively new player, forgive me if my request contradicts something hardcoded.
The pistols, upon first glance, seem like little short of a RP gimmick. Certainly, they have their moments of utility as a spur-of-the-moment weapon to bring down a fragile mage or rogue, but I think some tweaks would be excellent for those whom aspire to have their characters entirely revolved around these weapons, given the short range, slowness and inability to fight creatures en masse. I propose the following additions.
- (Concentration) For every 10th rank, you cumulatively gain +1 AB, this is particularly to negate the penalties of trying to shoot a moving target.
- (Heal skill) For every 10th rank, you cumulatively gain 1d4 damage to represent anatomical pin-pointing.
- (Assassin level) Pairing this with the heal skill, your summed up damage bonus is given a +10% damage boost/assassin level to a maxium of 100%. I am particularly fond of assassins situated around Dementlieu being given this strength.
- (Called shot & knockdown compatibility) This is trickier, given that it's impossible to allow the feats to be used on command with a pistol. But by using the custom feats, you could potentially jump in and out of modes where every shot you fire is an attempt to inflict the effect of knockdown/called shot at an AB penalty - granted that it's not too tedious to implement, that is.