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Now if you have already played through the game and want to test something different, maybe create a bit more of the challange for yourself they could be an interesting option.
For Scout rifles, just keep in mind that at certain upgrade level, the Gallian-A (Power) will get 7 shots, while the Gallian-S (Accuracy) will allways have 5, so those two extra bullets typically compensate for the inferior accuracy.
With SMGs it's basically up to personal choice between Damage and Capacity, but anyway the best SMGs are probably the Royal ones, because they get superior range.
Wait, Gallian A gives 7 shots?!
I'm interested now, Alicia has been using Empire's Weapon because she has good accuracy, I might invest on it for now on.
Oh yeah, about Scouts and Engineers, does Gallian S better suited for Enginners, since the range and accuracy could negate the engineer weak stats?
Yes, from Gallian-A10 (chapter 12) onwards, it gets 7 shots. Gallian-S has +20 range so it can be useful when you need to safely outrange an enemy Scout (you should be able to shoot them before they start shooting you), and can be good for Engineers as well.
ZM Kar is great for Alicia because of her superior Aim and HP but units with low accuracy might fail a lot with these weapons so Gallian-A is usually a safer choice for a strong, yet balanced rifle.
its only really useful on interceptions, and even then, id only give it to engies since they are less used in direct combat anyway.
Realistically, you'll only want them when you're unwilling/unable to use Orders; and you're fighting heavily entrenched enemies and/or crawling enemies that are still hidden and you can't get your tank to them easily, thanks to the large area of effect compared to other anti-entrenchment weapons.