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It just seems to me that because Rapid Reload is such a fundamental feat that has to be taken by anyone playing a Gunslinger that it ought to be made into a class feature.
I think the Monk is a good model for at least one thread in how the Gunslinger should work. Monk starts with Improved Unarmed Strike, Stunning Fist, and then Flurry of Blows has been remodeled in Pathfinder to basically be a progression of the Two Weapon Fighting chain.
All of these feats are available for anyone to take, but for the Monk they get specially packaged and expanded upon to fit with the class concept.
I think there is enough existing feats that can also play into some kind of pre-packaged deal for the Gunslinger. You have Rapid Reload, which is an absolute must, but there is also:
Quick Draw
The entire Point Blank Shot chain (in particular, Shot on the Run)
Deadly Aim
Agile Maneuvers
Crossbow Mastery
Disrupting Shot
Point Blank Master
It's not that all of these need to be handed over to the Gunslinger, nor that we just have a special list of feats to pick from like the Monk or Ranger, but among those there ought to be a thread of essential feats that really nail down the character concept, without forcing the class down one path.
A few of those that come to mind are:
Rapid Reload - absolutely needed just to reach a sub-optimal combat performance, almost equivalent to Improved Unarmed Strike for the Monk.
Shot on the Run - because the firearms are generally slow to fire, augmenting the classes mobility would help define it and make it stand apart. Just hand this to the class without all the pre-reqs and let the players, literally, run with it.
Deadly Aim - It's been noted that the wording doesn't make it work with firearms key ability for targeting touch AC. So giving Deadly Aim as a class ability, where the rules can be given a special exception for Gunslingers, keeps the rules tidy and non-cascadable to other parts of the system.
Quick Draw - As a class ability, it can be restricted just to firearms and perhaps crossbows. That way it can be doled out at first level and not cause a problem with frontloading the class in case people just want to dip in and pick up a bunch of feats.
Agile Maneuvers - Once again, you can take the feat and morph it to fit within the context of the Gunslinger. Just restrict its use to firearms, or Gunslingy type things, and let a lot of deeds be driven by Combat Maneuvers.
If this approach is done then you can make a class where it is getting the mechanical solutions taken care of immediately, just like the Monk, but giving it a restrictive focus so that even if people dip, it doesn't just hand a slew of feats over for a low price.
Then beyond these feats you can add in grit and deeds to help flesh out the kinds of dynamic action that the class is meant to achieve.

Chaosvariable |
I thought the exact same thing about all these feats and how things have been done with the class so far. It's a good concept, spinning things in an interesting way. While it is a Fighter archetype, I think with the addition of the very monk-like Ki pool (Grit), I'm of a mind to say that instead of just saying, "hey, you get these feats", meaning the two weapon line, what about giving them their own version of furry of blows, much like you suggested.
Rapid Fire (Ex)
Starting at 1st level, a Gunslinger can make a Rapid Fire Attack as a full-attack action. When doing so he may make one additional attack using his firearm of choice (Either Musket or Dual pistols as if using the Two-Weapon Fighting feat or if Musket is chosen, choose extra gun oriented combat feats (even if the gunslinger does not meet the prerequisites for the feat). For the purpose of these attacks, the Gunslinger's base attack bonus is equal to his Gunslinger level. For all other purposes, such as qualifying for a feat or a prestige class, the Gunslinger uses his normal base attack bonus.
At 8th level, the gunslinger can make two additional attacks when he uses Rapid Fire, as if using Improved Two-Weapon Fighting (even if the Gunslinger does not meet the prerequisites for the feat).
At 15th level, the Gunslinger can make three additional attacks using Rapid Fire, as if using Greater Two-Weapon Fighting (even if the Gunslinger does not meet the prerequisites for the feat).
A Gunslinger may substitute disarm, sunder as part of a Rapid Fire. A Gunslinger cannot use any weapon other than his chosen firearm as part of a Rapid Fire. A Gunslinger with natural weapons cannot use such weapons as part of a Rapid fire, nor can he make natural attacks in addition to his Rapid Fire.
Rapid Fire Attack Bonus Pistol Damage Musket Damage
1st –1/–1 1d8 1d12
2nd +0/+0 1d8 1d12
3rd +1/+1 1d8 1d12
4th +2/+2 1d10 2d8
5th +3/+3 1d10 2d8
6th +4/+4/–1 1d10 2d8
7th +5/+5/+0 1d10 2d8
8th +6/+6/+1/+1 2d6 2d10
9th +7/+7/+2/+2 2d6 2d10
10th +8/+8/+3/+3 2d6 2d10
11th +9/+9/+4/+4/–1 2d6 2d10
12th +10/+10/+5/+5/+0 2d8 3d6
13th +11/+11/+6/+6/+1 2d8 3d6
14th +12/+12/+7/+7/+2 2d8 3d6
15th +13/+13/+8/+8/+3/+3 2d8 3d6
16th +14/+14/+9/+9/+4/+4/–1 2d10 3d8
17th +15/+15/+10/+10/+5/+5/+0 2d10 3d8
18th +16/+16/+11/+11/+6/+6/+1 2d10 3d8
19th +17/+17/+12/+12/+7/+7/+2 2d10 3d8
20th +18/+18/+13/+13/+8/+8/+3 3d6 4d6
Alright, hear me out. yes, I took most of it from an srd and changed every "monk" go "gunslinger", as well as brought over the monk increase in damage. Many people have stated that they thought that the Gunslinger was pretty sub par on damage, so as he levels, why shouldn't his gunslinging skills make him better able to damage vital organs much like a monk? I started off with the base damage of the guns given in the playtest and attempted to keep to a similar damage progression.
What I was thinking is that because you choose to specialize so much in such a weapon, the main BAB of the class sinks down to 3/4, just like a monk but when using your Rapidfire, you can shoot like a master, either gaining lots of shots and increasing damage of pistols, or you can take tons of firearm feats and do some hefty damage with a musket.
Any comments? Am I waaaay out there on this? I'd like to know. Thanks.

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I guess one of the things that I see as a real challenge with what you are proposing is that it creates the same problem the Monk has, which is that the class promotes mobility and flexibility, but the core mechanic that drives the class forces you to stand still and hardly move.
So I'd say that the opportunity that the designers have right now is to use some of the rewording/expanding of feats via class features as a way to make a class that has a good punch, but also can remain mobile and fluid.
The problem of the Monk is that they wanted to keep backwards compatibility, so they couldn't rework the 3.5 too much, but instead just tweak and refine it. With the Gunslinger they don't have to worry about backwards compatibility, so they can have a guy who's got a latent shot on the run type of shtick, but can still delivery interesting and effective effects in the game.