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Well, here is the thing.
In CR mod it is no longer weapon that has damage stat, but ammo type. (+armor piercing stat as well)
I am trying to catch up with ammo types (some of the guns you mentioned have wrong ammo atm) required by guns that are already in RT's mod, and after that there will be a rehaul of balance. BUT, as this is based on combat realism, shotguns will still impact heaviest damage when hit from close distance, just the way they do in real life. Some of the stats might be tweaked though to make them not that powerful.
(And one more thing - sometimes it is not guns that are OP, it is the AI that can't leave one guy with something like AWM behind and cover the rest, instead of rushing him forward to certain death after encountering one of the pals with a shotgun behind the corner.)