They do a lot of things well, but they don't do anything best.
They do high damage over an area on their normal hits, but gran faust/divine avenger cover more area to hit more enemies faster while weapons like grim repeater, warmaster rocket hammer, and blitz needle hit for more damage to a single enemy faster.
Their charge does a fairly massive amount of damage, but a well placed alchemer shot does around the same to one enemy from afar and a well placed bomb is safer to drop and more damaging given a large number of enemies hit. Iron slug's charge is also somewhat superior to brandish charges, given its range, piercing capabilities, and access to Seerus's mask.
So lets say you're up against an undead themed compounds. Bringing voltaic tempest + dark briar barrage + arcana will give you perfect coverage for the minis, any grievers that spawn, and a means of quickly finishing most enemies via arcana. This loadout gives you some sort of vaguely best option for everything you encounter. If you brought combuster, then you're likely going to want to bring other weapons to extend combuster's capabilities, say a bomb to group the minis or a gun to add to your range, or an autogun to kill that one big enemy.. all things that replace something that combuster was doing for you- which raises the question as to why you even need combuster, if what it gives you is being extended by various other weapons to the point of becoming unnecessary anyway.
They aren't bad weapons as they give you a fast track towards becoming self sufficient and crafting other gear, but they aren't so powerful that they outclass all other weapons either, and eventually become somewhat obsolete as you patch up all of the various holes in your gear.
Brandishes have a very low skill ceiling... which is probably the most attractive feature of this weapon. It takes little effort to fight enemies since it is either point and aim or combo spam to win. Bombs, DA/GF, Alchemers, Magnus, WMRH, and even Autoguns have a higher skill ceiling......