it works, but the sear play isn't optimal. try using a single sear, and make the trigger bar disconnect from the sear when the bolt/slide cycles (the bolt/slide pushes the trigger bar down and out of engagement with the sear.) this will let the sear go and let it catch the striker again regardless of the trigger's position, and you will have to fully release the trigger to reset it. look at some of my pistols if you want to see more on that (newer stuff, a lot of my old stuff was admittedly ''winging it' with provisional mechanisms before I got smart about this stuff.)
okay, all in all not bad. the skin is the coolest thing about this, very much an ar-12 of sorts. love some of the cosmetic effects, the "glow" on things like the mag round counter is cool. my biggest gripe: it's all kinda flimsy. but it works! that's one powerful shotgun tho, probably more appropriate to call it a flak cannon lol
I notice you're using physics to fire the projectiles. you know you can spawn them with the desired velocity, right? I can show you some scripts on that, thought dealing with natural recoil is kinda neat. I take it you're trying to make an automatic turret that can fire continuously without needing a cutoff for recoil? there are a ton of ways to do that. for one, you could put a clock into the script by adding a variable that poststep constantly removes value from, but which wraps around to a predetermined value whenever the value drops below 0. "_clock<0?{_clock=15;_fire=true}:{_clock=_clock-1;fire=false}" is an example script you can drop into your projectile spawner'spostStep script between the curly brackets (without the quotes obviously). that 15 can be any number you need it to be to achieve the desired rate of fire. you'll have to declare "_clock=15" and "_fire=false" in the spawner's script console to make it work. if you use _fire as condition to permit the spawning of balls, written in another line of code
those are some arbitrary things. making it shoot the heaviest balls possible as fast as possible may count as "most destructive." explosives? rockets? railgun? recoilless rifle? automatic grenade launcher? try to describe it it terms that help paint a better picture of what you have in your mind
in the circle spawn script, try "vel := ([cos(angle),sin(angle)])*X," where "X" denotes a value that works well for your intended purpose. and for heaven's sake, if you're doing auto, make a clock or some way to modulate or regulate the rate of fire so it's not continuous like this