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You'd need to specify the situation you mean which has fastest kill times, but without even doing any testing I will say MP60 because it is more flexible in general. Cube guns dps has two main limiting factors, its rate of fire and the distance the enemy you're shooting at is. Both can be improved to a point, but require you to specifically dedicate rings or amulets to it. You can get a lot more beneficial boosts to improve MP60, as well as the fact it can use a variety of much more useful mods than the cube shield.
As The guy above mentioned, the cube gun infinite ammo can be a life saver in bosses where your ammo can run out.
The cube gun is also one of the "trademark" guns to unlock the last class in the game, so you might want to use it just for that.
If you're clearing trash enemies the enigma can be very useful but it's useless against most bosses because of a lack of range and low damage with no crits or weakspot ability.
The alt fire on Enigma has effectively infinite range on the projectile, so it has a lot more range than you'd expect and can actually hit weakspots. Tagging a boss with several of them and switching to your long gun can be a useful way of adding dps on big enemies or bosses. But its purpose is well understood as you said, to clear trash.
The mod doesn't do direct damage, it leaves these electric little balls, and when 2 are present they do a small tick electrical damage. Elemental damage doesn't crit and doesn't affect weakspots as far as I know.
If you put one on the enemy and one on the floor it does a lot more damage.
Most bosses are flying or are super fast, and often out of reach so you won't be able to take advantage of that. The enigma can help in some bosses but is a liability for most.
I'm aware, I use it frequently because I am a filthy pleb and like my gun to do the aiming for me whenever possible. But the boss being far away isn't an issue like I said, since the projectile will fly long enough to hit any boss even at their furthest distance(specifically the final boss).
And the alt-fire projectile *can* trigger weakspot damage if you hit them directly in it with the projectile. Or at least it triggers the red text feedback that indicates weakspot damage. I'm sure this is some sort of oversight, honestly, because yes... elemental damage shouldn't trigger weakspots. Though to be fair I haven't tested this since the patch dropped, so it could've been quietly fixed.
If you're looking to maximize the damage of the alt fire, you shoot 6 into the target and 1 into the ground next to them.
But we're off topic, I'll take my Enigma simping self away now.