Title pretty much says it all. With mechanics getting +4 to most relevant int skills, IPS drawing agro like mad, and sneak attacks only applying maybe 2-3 steps outside of melee with a weapon that at best hits around half as rapidly (and hence applying effects half as often) as a comparable two weapon fighter, optimal effectiveness seems at present to lean more in the direction of using the repeaters as a backup weapon, even with int to damage, or even ignoring that feature entirely in favor of dumping int completely (effective +8 int where it counts after all).
Don't get me wrong, they are quite enjoyable at low to mid levels, and if you've the patience for grinding out the green-steel, can be fairly decent at debilitation via earthgrab and the like for the higher level content. I can also see why the devs would be reluctant to raise the damage too much further for both styles of ranged combat.
In general, the proposal would be along the lines of either adding half the intelligence bonus to the DC on a repeater (for around +5-6 maxed iirc, or a quarter of a dice), or an AP line allowing up to X (2,4,8,12) int bonus to be applied.
For red-names, the optimal solution would remain single target, close enough to get SA, would boost crowd control capacity without eclipsing monks and the like (paralizers come on piercers but stunners don't, meaning they aren't hitting back, but they aren't autocrit either), and would keep rangers on top of the ranged DPS charts as they probably should be, while reinforcing the dirty trick nature of the magic device using rogue.
Thoughts?