That info didn't come from the WIKI, it came from the G.E.C.K. anyway, here is the requested info you asked about.
fire rate: 13
min spread: 1.5
crit damage: 13
damage: 13
max range: 1024
It does look like a better all around gun, but it is a unique version of the 9 mm submachine gun, and they usually are better in their stats than their regular counterparts.
I didn't include the other guns because they are not automatics. comparing an automatic weapon such as the assault carbine to lets say, the Gobi Campaign Scout Rifle isn't really a fair comparison since one of them is an automatic and serves a different purpose than the sniper Rifle which isn't automatic, and is meant for sniping enemies from a long distance.
The "range" parameters on the weapons are there for AI actors only, the range on the weapons are governed by the stats of the projectile, see for example the G.E.C.K wiki:
http://geck.gamesas.com/index.php/Weapons
The New Vegas wiki also lists the the values from the G.E.C.K so it's just as usefull btw (minus mistakes but I haven't found any)
The problem with full auto weapons in this engine is that there is no recoil and only "spread" to model both recoil and "reticule bloom". Thus the full auto weapons are at full "reticule bloom" from the first shot fired, which makes them useless for anything but short range engagements (even something as "small" as 1.5 degrees is huge if you imagine a "cone" of possible random hits). Also, Automatics have low damage per bullet as a "balance" feature. In a game with damage threshold, big hits = good, many small hits = very bad.
Other shooters with better engines model full auto weapons by giving them the same accuracy and damage stats as similar rifle calibers, but then they also model "reticle bloom" (increased spread with sustained fire) and recoil (makes gun harder to control). This is a much better way of balancing full auto weapons - they are powerfull, but hard to control.
There is no way to model this in the default settings in the NV engine, but you can mod it via scripting with NVSE (someone modded recoil to FO3 at fallout3nexus).
One of my mod ideas is to add recoil + proper reticule bloom, too bad my ambitions are higher than my scripting skills