Even with your logic, which I agree with, I think a "feat tax" is perfectly applicable. In this case, Pistols are not meant to be as strong as Basic weapons, so it should take some effort to make Pistols stronger. I believe that character concepts/late-game fantasies should be determined up front, before hitting the table for an actual game. If I were a GM, I'd negotiate with my players to make sure they're obtaining the "power high" that comes from having a satisfying character. As a player, I would want to let my GM know what it is I'm striving for and ask how I should go about attaining it. Talents may be an experience gate to players who want X concept to be more viable, but then Psykers also have an experience gate for Y Psychic Power. Making Pistols more viable through Talents is the same as a player buying Psychic Powers to me.
My (flawed) view on these kinds of RPGs assumes that everyone is experienced, that the GM and all the other players know exactly what they're doing. This creates a significant blindspot for me, namely trying to put myself in other, less over-thinking people's shoes. Such as brand new players.