A Knightly Discussion
Please read all of this before commenting. ( Especially Dev's :D ) I spent several hours the other night speaking with other players in the arcade about the game ( several came and went throughout the discussion ). This is brief summary of our collective thoughts.
Gunners don't deserve any buffs. Guns are reasonably powerful, and the whole point is not to take damage. So don't tell us that gunners need better or more varied armor. Gunners, Bombers, and Swordsman each have their own dedicated armor. The other armor sets provide variety to all three groups. Recent changes HAVE caused a equipment balancing problem however.
With the introduction of the arsenal stations the need for additional weapon slots, and perhaps more importantly the usefulness of weapons that deal pure normal damage has been greatly diminished. Why would anyone carry a sudarska or an iron slug or a super nova into battle when they can customize their load-out for the given level? Sure there are no arsenal stations in boss stratums, but boss stratums are themed and require the same type of equipment throughout. We were hoping the mission system would address this issue (perhaps enforcing single load-outs for extended missions) but alas it seems this is not the case. At the very least we'd like to see buffs applied to pure normal damage weapons in the future. Dead alch paths and forgotten equipment don't do much good for the game.
Our hopes for the mission system is a greater focus on strategy and more varied game play. By and large Spiral Knights increased difficulty by increasing damage and defense levels of monsters and by "mobbing" players with relatively slow monsters. We're not saying the current monster set needs to be trashed, far from it. We just think they could be put to better use through level design. We thought the introduction of the Twin's and the Twin's stratum was a good example of this more strategy oriented game play, we'd just like to see more of it. There was also a good deal of applause for the updates to JK, the load out system, the introduction of Lock Down, situation rooms and the promise of a persistent story line.
One idea tossed around was a danger room with a grid of moving drones (you wouldn't have to kill the drones to pass the danger room). It'd force players to find a pattern, and it'd be fairly difficult. We'd also like to see Vanna revisited, as there's only really one viable way to kill him. This doesn't exactly promote varied game play.
In general we'd like to see a little more depth to the game. We all love the game's mechanics, style, and visual appeal but many are turned away or stop playing because the game seems slow to progress, repetitious, and because honestly as a 5* what's left to do? ( Yes shadow lairs are fine and dandy but they're entirely too expensive to warrant regular exploration on a regular basis. Players often take several attempts to beat a boss in the shadow realm and it's not clear that you must have the 4* equipment with you in order to alch special items so players may need to beat them twice to obtain them. This process is extremely pricey, and the return simply isn't high enough.) Obviously these are long term hopes, and we recognize the dev's have their own plans for the future. We just hope they address these issues, and in doing so end the massive player base turn over that has become the norm for Spiral Knights, because ultimately this should translate to a happier larger player base and more revenue for the company.
Obviously this can only cover the opinion of a dozen or more knights, and we'd like to hear yours. Comments and opinions are welcome!

Gunners don't deserve any buffs. Guns are reasonably powerful, and the whole point is not to take damage. So don't tell us that gunners need better or more varied armor. Gunners, Bombers, and Swordsman each have their own dedicated armor. The other armor sets provide variety to all three groups. Recent changes HAVE caused a equipment balancing problem however.
Yeah, how about you try actually using a full gunner set and tell us how much your survivability increased compared to Wolver/Swords/Polaris with no gun attack speed or damage. Giving up 60% of the damage of a sword for a nonexistant reduction in damage taken is not reasonable.
Ok so gunner pures have to run away more ( which by the way is how you avoid damage, it's a ranged attack for a reason ). The thing is gunners can continuously do damage as they run. Bombers while more difficult to play can drop bombs as they run and draw monsters into them. Swordsmen generally have to step up and take a quick shot, they can't attack as often as gunners when running, and they can't effect as many enemies as a bomber (neglecting charge attacks...). In that regard I think it's pretty fair. There are drawbacks to running pure anything, be it bomber, gunner, or swordsman.
P.S. Comparing full gunner to sword/gun mix isn't exactly apples to apples. Any mixed load out generally has an advantage over a non-mixed load out.

This morning I watched a player solo JK in a 3-player party with nothing but a Polaris. He used no pills, either.

Wolver/DA/Acheron/FF/Polaris is not really a "mixed sword/gun loadout," it's basically a pure-sword loadout with one grenade launcher to cover the weakness swords have to turrets. Polaris barely even qualifies as a gun. Gunners don't generally use Polaris because it's awful for doing sustained damage against things that can be knocked around. Alchemers, Magnuses, and Antiguas do not provide as much utility as Polaris and have no excuse for doing so little damage. You move slow while firing a gun. You have no knockback. You attack slowly and can't shield as fast (doesn't apply to Antiguas). Kats and Greavers are actually harder to fight with a gun than a sword, and plenty of other monsters charge you and/or move extremely fast, reducing any real advantage to be had by having a ranged attack. Autogun lines can hit as hard as swords but need to be used at close range to be effective and leave you way more vulnerable to attack than a sword. It's much more dangerous to use a Blitz Needle than it is to use a DA.
@Mawashimono Jelly King only has 66% more HP in a 3-man party and he's incredibly easy to solo with an Acheron. All you have to do is stand there for about 10 seconds and bash him into goo. Of course you can kill him with a gun, but it takes 3x as long and it's not that much safer.

@Blackskies
The problem is for most of the situations, where you really need the survivability, there is usually no place to run. They usually occurs in an enclosed small room with combination of either many spikes and traps, monsters with range attacks, monster that dash across the room, monster that block bullet, full ring of gun puppies etc.
It is really no that much safer. but of course, a pro, regardless of what class they use, can avoid everything.
Well, I don't know how much of my post you read but I agree with you in regards to the Magnus series. As far as Alchemers go they have fairly good changes of inflicting statuses (except for the shadowtech), plus they bounce which serves to offset the damage. Sure that's not an ideal primary for a gunner but it's a decent secondary. Yes, autoguns have to be used in relatively close proximity, and that does put gunners at greater risk. This offsets the increase in damage, but perhaps a little extra knock-back would be a useful addition to the autogun line. As for the Polaris.... you're right that's a bit of a different discussion. It's insanely powerful, it has a 3 shot clip, huge knock-back, and has a moderate chance of causing shock. Yeah, it's overpowered and it dwarfs guns like the catalyser, and the magnus who's alch paths should deal the most, or at least close to the most damage. At the very least it shouldn't be able to cause shock - that role should fall to the voltech. That being said I fail to see how it's not useful to the gunner. The knockback should keep monsters off you, which is precisely what a gunner needs.
Also I love how this turned into a discussion of the first 1-2 paragraphs, lol.

the discution is on the 2 first paragrapfs because well those like we -random people- decided guner dont need buffs...
there were even guners on the discution?as 70% of sk are swordies being ramdom people the must be mostly swordies
it would seem as ranged attack could magically aboid damage but well no...
epecially in places with a lot of monsters and little space
also gunners dont ask much just fix not so usefull weapons and fix the gear wich is higly unbalanced
never have actually seen someone seriously asking to buff all guns that would be nice but one could live with out it.
also ther rest can be shorten as "we want new content" so no mush to argue there.
i like the more ramolous stile stuff part.
Only one way to kill Vana? Nope. There's a whole 3 ways to go about it. Super coordinated sword takedown or plinking away with guns (usually AP). In fact, the last one is mandatory against Darkfire Vana since he's immune to freeze and the swarm seed kinda messes with sword takedowns.
I hate dealing with drones because they're erratic and *don't* require skill to deal with. They don't move in a set pattern half the time, and them stopping to reveal themselves thrown off timing. That is, they'll hit a wall then rather than go back to doing a left/right crawl, they switch to up/down. It's less skill dealing with them as goddamn clairvoyance.
Gunning, in and of itself, is not a viable class the way it currently is. Any pro pure gunner would become a god if they ran with part sword/gun instead. That alone should say something is wrong. SK pushes that guns are a class, but then treats them like a sidearm. At least pure bombs are somewhat viable.

Re: vana , i think guy in shiny armor covered that, but i'll rehash.
1. Shiverblitz. Most common and easiest way.
2. Swords only. Challenge mode, tons of fun. Bring a DVS and have a blast.
3. No shiver gun mode. I prefer Polaris to AP vs Vana, but it's all the same, really. Kite, kite, kite.
Now, guns dont need a buff. They work very well as they are, and I prefer using my guns than the sword i bring as backup. The problem lies in the shadowsun attire. Pierce damage, status weakness and only gun dmg med for the whole set. As a whole, it's not worth wearing, and that is sad. The set needs to either be gun damage vh with the status weaknesses, or the weakness need to be removed and have dmg med overall. I would (personally) prefer the shadowsun set to have shadow defense (as the name implies), but really i don't get hit all that often, so actual defense on armor is often a moot point. Shields tend to cover the majority of my damage anyhow.
I'd use an iron slug, just sayin.
#likeaboss.

Did full gunner in FSC a few times.. gets rather boring sitting back and shooting at zombies. Just no thrill like running up and bashing a group of zombies in with a sword.

You should have split your post up into their seperate points for better feedback.
I have four weapon slots opened up. Full gunner gear with the module trinkets.
Each and every one of my weapons I use is normal damage. Pepperbox, Normal pulsar, Neutralizer, and Iron Slug once I get to the dang thing.
No reason, it's just kinda fun.