Just because a gun has equal DPS to other weapons does not mean it's balanced.
Let's use two iconic weapons from any MMO, a dagger vs a warhammer. The dagger has higher DPS than the warhammer but the dagger has shorter range and low burst damage while the warhammer has longer range and higher burst damage. What do these 3 things mean though?
Well DPS is obviously the sustained damage of said weapon, the range is the distance the damage is applied, and burst damage is the amount of damage the weapon does on the first hit.
Now let's apply this simple balanced concept to Dust and where it IS working and where it is NOT. Blaster tank vs rail tank. At close range the blaster tank wins due to higher DPS and faster turning speeds, at long range rail wins due to high burst damage and a damage range outside of the rail turret. Any gun vs a sniper rifle, at short range any gun can ill a sniper rifle, granted he doesn't use a side arm, at long range the sniper rifle will win (thale always wins that's the loophole
).
Where it doesn't work is in the light weapon range. For example the rail rifle can compete with any short range weapon at short range, but the contrary is not possible. Equally the DPS, range, and burst damage is out of whack with long range weapons being able to apply damage throughout the entirety of their range. In all of the above scenarios a long range weapon cannot beat a short range weapon at short range. Although the long range weapon has higher damage, the short range DPS out classes the high damage. This is how the light weapons should work, not just the rifles. Shotgun and laser rifle are the only exceptions.
Tl; dr/ summary
Short range = High DPS/Low damage/Low burst/Fast
(Assault rifle, assault combat rifle, shotgun)
Medium range= obviously in between all of this...
(Combat rifle, Assault scrambler rifle, mass driver)
Long range= Low DPS/High damage/High burst/Slow
(All rail rifles, scrambler rifle, laser rifle)
Since all weapons have the same DPS, while long range weapons maintain the high burst damage and when there is no penalty when they come to short range combat (like bad hipfire/high recoil), except the scrambler, then long range weapons will always dominate the field.
To fix this reduce DPS, and clip as range increases, and increase recoil slightly, and hipfire spread as range increases. As ROF increases increase recoil greatly.