@worst-tdmer
What is the better load out all depends on who you are fighting, where and if you have the chance to be sneaky. Sword/gun has never outright countered sniper/pistol. If they are at a distance there is no way to cover that distance if they have clear line of sight and half decent aim.
But, changing the coding to stop quick swap does seem like wack a mole and a can of worms for other bugs. Balance is better reached via design instead. We may already have that balance, but that is a matter of opinion more than fact. A combination of:
I like the suggestion of a common ammo for fire arms. If that happened it would have to be less than 10 otherwise there is no change but it certainly should be higher than 5. 8 seems a good number, that is one less shot per gun while giving double gunners 3 extra shots on their fav distance weapon before reloading. But if you are rocking one gun you only get 4.
Make reloading take a little longer at the ammo box or by picking up ammo.
Blunder knock back scales with the number of pellets that hit. E.g 1, none/drop off ladder, 2/ stun, 3 25% current,...8, 100% current.
Pistol/EOR = 95% health.
Sword hits reduced to 20, to blance above so now takes a extra hit.
Harpoon stuns players so swors user have time to switch.