
Xenocrat |

I recall a few intense gun control in the Starfinder setting threads in the past arguing about what gun regulations are/should be/are feasible etc.
It's interesting to note that Armory has provided several options for making this pretty irrelevant to adventurers of a certain level if they invest in hiding their weapons. Only super secure facilities that do full body searches and scans can keep weapons out now.
Let's go down the pre-Armory options first:
1. Tattoo weapon fusion - from Pact Worlds, this is a level 7 item to hide a weapon as a tattoo on your body, drawable as a swift action.
2. Null Space Chamber magic item - Core, the cheapest version is level 5, stores 25 bulk, and is itself concealable. This lets you outfit your whole team, but only after you sneak past the security and obtain a few rounds of privacy.
Armory added a lot more options, including those that allow immediate use in combat:
1. Null-Space Grip/Stock/Gunner Harness weapon accessories - level 6/7/9, very easy to hide with Sleight of Hand, difficult to identify if spotted, recover your weapon as a move action.
2. Collapsing Weapon accessory - level 3, make a 1-2 bulk melee weapon small enough to hide with Sleight of Hand like it was a L bulk weapon. Restore as a move action.
3. Collapsing Stock accessory - level 2, make a 1 bulk ranged weapon small enough to hide as a small arm. Restore as a move action.
4. Glamer Projector armor upgrade - level 3, this allows you to change the appearance (but not touch or sound) of your light/heavy armor. This means you can hide integrated weapons that are installed in your armor! You look like you're walking around in regular clothes, while you've got free hands and an integrated weapon you can shoot at any time.
5. Furtive Garment magic item - level 7, this works similarly to the Glamer Projector above, but can either be worn as a magic item or installed as an upgrade. Cons: it only works with light armor, is a higher level. Pros: it fools all senses, not just sight, and it makes your clothing/armor undetectable as magic. Once again, you can combo this very well with integrated weapons for immediate access to weapons that can't be seen.
6. Weaponized Prosthesis cyber augmentation - level 4/8, this allows the installation of an integrated weapon in your hand. It's unclear, however, how visible this is, since no mention is made of a recessed port or a need to extend it to use it. Check with your GM.
7. Other augmentation weapons - there are a variety of installed weapons that don't look like weapons: the Shock Fist, Bone Blade, Enervating Hand, etc.
8. Summon Cache technomancer magic hack - level 2, there's no reason a Technomancer can't make a tech weapon his cache, this lets you summon it as a standard action from anywhere at any time.
Anything I missed? Paizo appears to have given us a lot of fun toys to enable PCs to reliably carry weapons in secret regardless of the local laws.

Metaphysician |
I generally take this to mean that local laws are not meant to be an especially common or severe hindrance on PCs being armed. You might need to take measures to sneak weapons into a secure facility, or to a carefully monitored meeting, but by and large nobody expects that PCs go unarmed at most times.
( Which makes sense: given how it would be virtually impossible to enforce a general weapons ban in anything but a totalitarian panopticon, there's little upside to trying to ban people from openly carrying weapons when its very easy for them to secretly carry weapons. )

Xenocrat |

Yeah, the only "this is illegal some places" notice I can recall is that necrograft manufacture/installation (but not possession once they're installed) is illegal most places outside Eox.
I guess I forgot the other way to smuggle in a gun - bring in UPBs and hide out in a closet or bathroom for 4 hours.
"Dear god, Bob, are you ok in there, it's been hours!"
"I'm working on a really big blaster!"

Xenocrat |

The best hidden weapon is a grenade inside a the extradimensional space of a Bombarding weapon fusion that is installed on a weapon with a null space grip, which is shrunk down to disk form, which is stored in a Glove of Storing, which is in a Null Space Chamber, which is attached to your armor but is hidden by a Furtive Garment.

Greydoch |
The best hidden weapon is a grenade inside a the extradimensional space of a Bombarding weapon fusion that is installed on a weapon with a null space grip, which is shrunk down to disk form, which is stored in a Glove of Storing, which is in a Null Space Chamber, which is attached to your armor but is hidden by a Furtive Garment.
That would seem to me to be the most hidden weapon. The best hidden weapon is the one you can access when you need it.
- Beta