Tl;dr at the bottom.
Experimentals are cool. They look cool, they sound cool and they definitely lifted the game to a new state when they were released, they took the retro-sci-fi style of GenZ further and fundamentally changed how some of us approach the machines in combat.
However, a lot of experimentals are simply straight upgrades to their normal counterparts, like the Kpist, PvG 90, KVM… there’s two experimentals that radically change the style the weapon they are based on is approached: Namely the Grg and the 12 gauge pump-action. And while they both boast a trait that heavily increases one of their aspects, they also completely pull down the versatility of that weapon. I want to suggest a non-invasive adjustment for each of the two, that would keep their experimental effect useful while maintaining what makes these weapons great.
For the Grantagevär, the raw burst firepower is doubled, at the expense of heavily decreased accuracy on the second shot, a potentially higher count fo wasted ammo and the fact that the EMP-rockets will always waste one shot, as an EMP is either hit or miss. I would suggest making the experimental Grg single-fire to be better able to dose the damage and stun that can be delivered from this weapon. The dual-burst automatic does not really allow for much flexibility and is absolutely counter-productive for EMP-players, as the burst fires way too quickly to be able to hit two separate groups of enemies that are standing far apart. Hitting far away enemies with both rockets can also become quite the hassle. HEDP rockets aren’t exactly strong in the first place, a machine gun, SMG or PvG will still kill any medium to big target faster than the Grg.
Secondly, the experimental pump-action shotgun completely cripples the buckshot and slug ammo, taking away everything that makes shotguns such great weapons: their versatility at every range by means of being able to choose ammo. While the infinite stun capabilities of the birstshot are fairly potent, especially in a team, the slug has basically no range and buckshot only about 5 meters, making them essentially uselss and turning any player facing apocalypse machines into a hotdog. I suggest simply making buckshot and slug ammo work normally, without explosions but with minimally increased penetration or simply no effect at all. The reload of shotguns is never fast enough to be able to stunlock an enemy and quickly load a mag of buckshot in and keep hammering it, but retaining the original properties of slug ammo and buckshot would make the 12g feel like an actual weapon again and allow for a choice between a low to medium amount of firepower or stunlock.
Tl;dr: Making the experimental Grg single-fire and making the experimental 12G retain the original properties of non-birdshot ammo would greatly increase the value of these guns without overpowering them instead of leaving them in the partially crippled state they are in right now.