Try these numbers on the guns:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> n = InitStdGun(n,"pistol1", "pistol1", 6, 1, 0.50, 1, 150, 20.0, 40.0, 30, 1, 24, "", "OBJECTS\DUEL\pistol_big.wav", "pb"); // Short Pistol
n = InitStdGun(n,"pistol2", "pistol2", 6, 2, 0.50, 3, 200, 30.0, 55.0, 50, 1, 35, "", "OBJECTS\DUEL\pistol_medium.wav", "pb"); // Long Pistol
n = InitStdGun(n,"pistol3", "pistol3", 6, 3, 0.37, 5, 400, 40.0, 90.0, 20, 1, 35, "", "OBJECTS\DUEL\pistol_grape.wav", "pg"); // Grapeshot Pistol
n = InitStdGun(n,"pistol5", "pistol5", 6, 5, 0.10, 7, 750, 50.0, 80.0, 70, 1, 45, "", "OBJECTS\DUEL\pistol_big.wav", "pb"); // Scrapper Pistol
n = InitStdGun(n,"pistol6", "pistol6", 6, 6, 0.05, 8, 1000, 35.0, 55.0, 60, 2, 50, "", "OBJECTS\DUEL\pistol_medium.wav", "pb"); // Double-Shot Pistol
n = InitStdGun(n,"pistol4", "pistol4", 6, 4, 0.05, 10, 1000, 25.0, 45.0, 50, 4, 60, "", "OBJECTS\DUEL\pistol_small.wav", "pb"); // Quad-Shot Pistol
// Alan Smithee's new weapons -->
n = InitStdGun(n,"pistol7", "pistol7", 9, 1, 0.20, 4, 350, 20.0, 40.0, 35, 3, 65, "", "OBJECTS\DUEL\pistol_small.wav", "pb"); // Brace of Small Pistols
n = InitStdGun(n,"pistol8", "pistol8", 9, 3, 0.15, 8, 750, 30.0, 50.0, 50, 3, 90, "", "OBJECTS\DUEL\pistol_medium.wav", "pb"); // Brace of Mid-size Pistols
n = InitStdGun(n,"pistol9", "pistol9", 9, 2, 0.10, 12, 1200, 45.0, 80.0, 60, 2, 70, "", "OBJECTS\DUEL\pistol_big.wav", "pb"); // Brace of Large Pistols<!--c2--></div><!--ec2-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> n = InitStdGun(n,"pistolmtoon", "musketoon", 11, 1, 0.08, 12, 1600, 50.0, 80.0, 60, 1, 74, "", "OBJECTS\DUEL\pistol_mtoon.wav", "pg2"); // Musketoon
n = InitStdGun(n,"pistolmket", "musket", 11, 2, 0.05, 14, 2000, 50.0, 100.0, 80, 1, 90, "", "OBJECTS\DUEL\pistol_musket.wav", "mb"); // Musket<!--c2--></div><!--ec2-->
I reduced the prices by a factor of 10, to go with the new blade prices. Lowered minimum damage considerably (you could just get grazed ... not every hit is solid). Increased reload times such that, even with the gunman abilities and high melee numbers, you should not be able to reload faster than was realistically possible.
Going with one HP per level gained, these numbers should make firearms more or less historically accurate (references: NATO study on combat bullet wounding 1960's; "Handgun Wounding Factors and Effectiveness", United States F.B.I. 1989; United States Army field manual "Treatment of Wound Trauma"; among others). Higher level characters should be more able to take a bullet wound and keep fighting, not because they are less wounded, but because they have a higher resistance to pain and shock and are less likely to collapse, even when in bad shape ... which is reasonable.
The longer reload times should eliminate the need for the ammo mod, because nobody is going to spend that much time standing around reloading. Also should help balance the issue of certain weapons (i.e. muskets) being overpowering... i.e. that is offset by only getting one shot, and being a pain to stop and pack powder down the fool thing.
You'll have to add back in the multiple target damage flag for the grapeshot pistol ... I don't know where it goes.
Also, hopefully the 14A6 bug of weapons starting out unloaded in every scene will be fixed. Otherwise, the firearms will be quite useless.