What other mod were you planning for the pistol? I can pack that in too and get the plasma pistol completely out of the way. I may be able to do some chopshop on the mag accelerator and make a proper one that isn't "integrated". Or I can splice the second SEC socket on from the FO3 WMK model.
At the moment the mod list says this:
Plasma Pistol
+ Plasma Pistol Extra Battery Socket - Doubles ammunition capacity.
+ Plasma Pistol Improved Heatsinks - Increases condition (+50%).
+ Plasma Pistol Int. Mag. Accel. - Increases speed of plasma projectile.
But it will probably change to something like this:
Plasma Pistol
+ Plasma Pistol Extra Battery Socket - Doubles ammunition capacity.
+ Plasma Pistol Thickened Chamber Casing - Increases condition (+50%).
+ Plasma Pistol Added Injector Cylinders - Increases speed of plasma projectile.
However if you do end up making a Magnetic Accelerator that fits it, I'll seriously consider using that instead of the Extra Battery Socket, for the reasons Your Evil Twin mentioned. I'm okay with either, so you should probably only do that if you're going to use it yourself, or - you know - you just
really feel like it.

Trust me, I know from much experience about the multiplas's shortcomings. I always have to wait until a Deathclaw was at very dangerously close ranges before opening fire on its head, lest one bolt veer way off and not kill the thing in two full shots. A barrel choke would do much more for it than faster projectiles.

I will take your word for it on that; it seems like you use Energy weapons a lot - and in comparison, I've actually
never rolled an Energy weapons character before in FO3
or FNV.
Ok, as nobody has said this in a few posts time, and it's all been productive and useful, I'd just like to contribute the following to this conversation:
SQUEEEEEEEEEEEEEE CAN'TWAIT CAN'TWAIT CAN'TWAIT!!!!!!!!!!!!!!!!!!
So there.
Heh - thanks.

Great job on the plasma rifles. When upgraded with the two sets of aligned cylinders it looks like the original concept art and the cool real-life replica prop:
http://img.izismile.com/img/img3/20101019/640/nice_handmade_fallout_640_03.jpg
http://images4.wikia.nocookie.net/__cb20080916232451/fallout/images/9/90/F3_Plasma_Rifle.jpg
http://www.flickr.com/photos/ryanpalser/sets/72157623717376540/with/4832756121/
And that connecting hose on the dual-cell harness makes all the difference.

I think that the Multiplas RIfle should come with those dual cells as standard. Perhaps get rid of the tape that makes the dual-cell harness look a bit makeshift and jury rigged, instead have a metal ring or something.
Thanks. I was actually considering doing something like those http://www.google.com.au/images?hl=en&source=imghp&biw=1680&bih=950&q=dual+mag+clip&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai= for the Q-35 and possibly the Multiplas... and who knows, maybe I still will.
The Multiplas has a massive capacity (in the vanilla game it is 60, compared to 24 of a normal rifle), and yet seemingly is powered by just one ordinary microfusion cell.
I think the Plasma Defender is another weapon where an extra battery upgrade should actually be part of the standard model rather than a weapon mod... (snip)
Again, I'll leave changing the base Energy weapons to you guys (;)), but I am taking what you're saying into consideration for modded variants.
Stuff about shotguns with scopes
I know that using scopes on shotguns in real life is not that unusual, but for the role and implementation of shotguns in FNV specifically, I don't think they would be very useful.
so begging for it to gain a scope would be out of the question then??(only a scope)
The Plasma Pistol will probably not receive a scope in WMX for the same reason it didn't in WMK: its design - with dangerous-looking bits and pieces sticking out all over the place - doesn't really support attaching a scope all that well. The Plasma Defender, however,
will get a scope; if all goes to plan.