I've filled out the survey!
I agree that allowing the Sharpshooter access to at least one Rhino would be nice, giving the perk a little more flexibility and trash-clearing capability. Although Sharpshooter is strong, they are a very vulnerable perk when compared to other perks who focus on High-Value targets (especially for people on console who naturally can't aim as well).
I really think that the Mosin Nagant should be looked at. It's a very interesting weapon, and I love love
love the idea of being able to parry with a gun, but is in a poor spot right now. (I'd say it's the worst of the DLC weapons.) It's not strong enough to be worth using on big Zeds except as backup, and its ammo/clipsize make it a poor choice for trash. At the same price and weight as the ever-amazing EBR, the utility of the bayonet/parrying isn't nearly good enough to compete with a gun that will keep the Zeds from getting to you to begin with!
That said, raising its damage might start to make it OP. Instead, you might consider lowering its price and/or reducing its weight by one (making it an economic choice versus the EBR, as well as able to be brought alongside the Railgun).
I definitely appreciate how you guys included the Survivalist into the survey, as well as made spaces for us to leave notes! I know you've been avoiding a rework, but I really think the Survivalist needs one. If it's a monetary issue... you could consider renaming the current perk to something like "Mercenary", create a NEW perk named "Survivalist", and release one of the two as DLC.
The problem with the current "Mimic" design of the Survivalist isn't just that it lacks identity in a team; it's always going to be worse than the perk its copying (making it a poor choice), or better than it (making the original perk obsolete). It's almost always superior to pick a "real" perk and offperk some of your loadout than it is to pick Survivalist, even when using Survivalist weapons! A Medic running a Healthrower+Killerwatt is far more effective than a Survivalist in the same scenario.
Rework suggestions are plentiful in the forums and on Reddit, such as
one of my own attempts. (Not to self-promote too much. It's just an example.)
And, since an above comment mentioned this particular weapon, I recently had an idea regarding the Incision: Please consider adding the original lock-on feature back in when a player upgrades it to Tier 5. I do not think this would be overpowered, as you need to spend a total of 3000 Dosh to get there (and the additional weight limits your loadout choices). This would give players the choice of whether or not they want the lock-on!