Dual sapla can stun-lock just about anything for 3+ hits, dealing full grenade cannon damage at a fraction of the classes average weight, along with best in class DPS and a good balance of hit rate stats, which most ballistic back weapons lack. Since they strip PA effectively, two of them gives you burst damage to leverage over heavier builds scrapping for AP lead, and a hammer to smash under equipped meta range setups. Its a bit of a wildcard vs lightweights but very good at shutting down arrogant bladers.
Reload rate allows it to perform dual roles, any other GL needs a kamal, aa etc. to even register as a threat equal to a single sapla. If you land a clean hit from relatively close to and above your target, full stun guarantees a solid aoe hit on the second shot. The diamond in the rough of its stats is rifle like melee ability which drastically out performs slight muzzle/precision advantages on the heavier cannons. A lighter weapon is inherently better for CQC duty. Repurposing 1000 weight to gen/booster equates to a heightened accuracy potential. Removing it means ur 1000s fats faster. Sapla and the burst/dps archetype play into this as much as they do raw offense, being able to burn through its magazine and attain "value" faster than other weapons snowballs into a weight/mobility advantage mid-late game for remaining weapons. Its got a great chance of rolling "HAH, AP LEAD!" from the most dire circumstance, and AP lead is everything.
The obvious issue is that grenades are in general difficult to use at best, and sapla only has 6 of them. The "thing" is grenades aren't reliable, they are at there best as a compliment to a main weapon. IIRC sapla also takes a hidden stat trophy for nearly instant weapon switching- if you time the different models some take longer than others to activate. This equates to a noticeable lock rate advantage.
IMO sapla is not fully optimized as a +1 to Kamal, which I think does better with Travers. However, both (sapla+kamal) are high enough tier weapons to be pretty fool proof on there own and the PA breaker+kill gun synergy is there. If you're looking for a good place to start this would be my recommendation depending on your style preferences.
the 10 shot plasma cannon is miles behind kamal. It has a little more range as a 1 shot PA breaker. Kamal makes up for this by not screwing your energy regen at every turn and having more than ten ammos, but requires near point blank hits to do significant damage to anything as a burst damage source.
Consequently, the positioning you end up in to stylistically bubble burst into grenade launch combo as the gods intended, is too close to rain those sweet follow up shots of hateful reliability that make sapla S tier.
That doesnt matter, the cumulative PA attenuation kamal puts down range is more than enough to sleeper hold weak PA drives, without sapla assistance. It just takes a few more seconds to delete there generator while the 10 shot plasma, just, gloriously 1 shots anything PA related that gets in its way. Kamal is probably in the middle of 1.4 regulation top five meta weapons- you must use it if only to better understand what it takes to get around.
I like the combo (sapla+10 shot plasma) for a lot of reasons ranging from dumb (visual symmetry through asymmetry...) to somewhat based (even if it misses entirely.
and you are about to get a monumental lesson in missing entirely if you're stepping into FA pvp.
it leaves that white static field (ECM) wherever it lands (pretty sure it disrupts radar once fired, making it a 900 muzzle velocity radar blocking rocket cannon) that fuzzes most radars for a few seconds. A few seconds is enough time to spam/drop like 3 saplas. It shoots faster than the ECM dissipates. Unfortunately this strength belies that its about as strategy/cover dependent as the grenade its supposed to set up. You basically need to be on the ground to force a ground fight, barring a full tier mobility advantage (mid weight vs heavy biped, lightweight vs mid).
In a lot of experience with both (maby a few games with plasmapla zero cell coverage combo ;D kamal and me go back a ways..) kamal only gets better as connections get worse, plasma needs some semblance of stability to land and fully exploit. This is the story of most weapons in the garage, but plasmas weather tricks and this models damage and disrespect for PA puts it really really close to within the realm of viable in a number of cases. With a little skill its definitely a (map dependent) viable solution to heavier builds, specifically paired with sapla. Both weapons share the brand of not enough ammo to even do with. What this actually means is they're both sleeper hybrid weapons with crazy hidden stats and magic find and- FAs low ammo "high performance" category belongs to weapons that do things normally requiring two weapons, or in plasmas case things weapons aren't even meant to do... Typically if you see something with low ammo its a hybrid DPS/burst weapon. The plasma does not quite get there due to its energy cost. As long as you can make missed shots ECM count towards the next shot, or sending a grenade home its worth the weight (its never worth the drain...lol).
Diminished radar function can be pretty game breaking depending on the weight classes involved.
I'm hesitant to call it better than kamal in anything but looks, however the one thing that really gums up an attrition based kamal offense is a fatter thing with more kamals. Tanks have been onto this for nearly a decade, always be on the look out for the open back slot appearance of an inactive kamal when using your own offensively. Hint, the gun works better in reverse. Its actually optimized for a defensive roll, to whatever extent back mounted shotgun cannon can be considered a defensive asset.
that pretty little plasma gun turtles better, and due to the laws of nature (you have 900 muzzle over whatever boost speed, a relatively slow thing can get some use out of it, fast builds can really abuse jammed radar function to gen-lock heavier ACs to the ground, once (if...) the plasma cannon does its job it mitigates its own energy cost until the targets kp is recharged. Sapla fired at the same time or just a few frames before (sapla is ~30 muzzle slower) lands for a direct hit or somewhere in the teen thousands off splash damage, unless you're against using arm weapons (and designing them to compensate for a ground pound cannon combo... they need to hit hard they nee- rifles. dual rifles.... i recommend trying it in pve, if only to witness the potential destruction, ECM and rattled tanks taking to the sky is where the real fun begins.
Once you've come to appreciate, digest and grieve for the potential and cheeky mind games of the PC, switch it out for a second sapla. It does the same thing better. Stun is pretty reserved in this game, why they chose to throw really high impact on sapla is beyond me..