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Longer range means that there is less chance he will be targeted and it hits hard.
Neither.
Bad shooters, on the other hand, should 'spray and pray'. Even if you're a bad shooter, if you spray enough bullets in the general direction of the enemy, you'll eventually hit something, and it won't matter so much if you miss, since you'll be able to take another shot in short order.
Additionally, as has been previously touched upon, I'll want my better shooters to stay back out of harm's way so they can pick off their targets in relative safety, though who I consider 'higher' on the survival priority list takes more into consideration than just shooting ability.
In general, I tend to approach these kinds of decisions considering what would be the worse alternative.
Of course, you're welcome to play as you like or even keep pure sniper colony for RP purpose.
Just depends on the raid and your defense setup.
If you have a poison ship, full sniper stand at max range.
If you have a standard raid and you use bunkers/doors, best with a faster weapon to ambush them, so assault rifles.
Mech raid? Might start with the snipers on the scythers then switch to assault/charged when they get close...then after they are dead, back to sniper for the centipedes.
There isnt a "best gun" for all situations, you just adapt what you use based on the raid.
Hum the Imperial Guard theme from Dawn of War and watch the Emperor protect.
Also I think the answer to your question (aside from give everybody lasguns) depends on where/how you're trying to defend. Do you have large open spaces, or do you do like I do and try to channel raiders into a hallway of death?
If I have a Trigger Happy pawn I like to give them a mini-gun. It's a spray-and-pray weapon so the reduced aim isn't as big a deal since you use it in situations when you are facing a lot of enemies and "miss hits" on unintended targets are a big part of the appeal.
My Careful Shooters usually get charge rifles or assault rifles. Their aim is middle-ground enough that the extra accuracy seems to help hit with more than 1 bullet from a volley much more often. They also have relatively low cooldowns between shots so the extra aim time doesn't hurt as much.