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It has no Boni, only a Legendary Effect, that effect is bound to the weapon itself, not to the mods installed on it.
you cant make it semi automatic/single shot, all Tomyguns in FO4 are ever Full Auto (no locks for single fire) , so it cant get invalid for Commando, but can neverget valied for the normal rifle enhancing perk.
Its a nice starter weapon for commanddo, but i guess you will throw it into the stash when you find an assaultrifle with the "Explosive" Legendary Perk (thats the one on Spray and Pray) ...
or more easily
nuka nuke launcher that if you change the reciever it'll not launch nuka nukes anymore if you swap it out i believe.
other than that you can take away take apart dismantle and reassemble with different mods including modder mod weapon mods that aren't in the vanilla game.
aside from that everything else legendary: armors, power armors, weapons which include guns melee explosives etc.; they all keep their legendary status no matter what.
It's a stupidly fun weapon, though it does that fancy explosive damage and you WILL regret it if you're trying to save your settlers...
There are game mods that unlock crafting and removing of legendary mods and you can make your own copy of this by taking any sub machine gun, slap on a explosive legendary effect and rename the gun to whatever.
There is no unique bonus to this particular weapon just because it has a name. You could theoretically find the same thing by killing a legendary radroach and loot it. It would then have a generic name like "glow sighted explosive sub machine gun" or whatever.
There are some unique legendary effects in the game for certain weapons that doesn't spawn on enemies, but this is not one of them.
Hope this clarifies how gun modding works.