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A fourth rows inclusion is usually set within the XcomClassData.ini, though it can be modified by various mods editing this file, that could include disabling classes, changing skill decks, and much more. It's mostly down to author choice and mod combination which units do/don't have access to an AWC deck.
So he is very flexible, but not as strong as a dedicated user of any of those weapons. All in all at least for me a fun gameplay though they tend to die early in my games :)
The shred is amazing in Amalgamation, I'm always looking for more shred (my mods make grenades pretty awful) and eventually their crit gets pretty high.
Shotgun is also okay, but I feel they're much more careful because you don't have the defensive perks to protect them like an assault might have. My guy is a support so he's got a mix of grenades and the Heavy weapon from Jingoistic so it's a mix of playing safe and sometimes getting in with a shotgun when it's safer or other member's cooldowns permit.
I don't see any reason to try Rifle or SMG, the Rogue ability Blindside (?) that gives scaling flanking damage to Vektor Rifle and Bullpups is probably worth later on with the scaling crit too, but you'll just be shooting with no abilities whatsover.
Maim is broken for my guy, but I have a mod that reclassifies weapons and groupings and I think that may have broken it?