I don't think enough discussion is happening around Weapon Stat Perk nerfs. This affects every older gun in the game and their logic isn't quite honest:
Stat Perk Tuning Pass
The initial set of stat perks that have been on weapons since launch (Send It, Hammer Forged, Field Scout, Perfect Balance, etc.) all granted a pretty huge increase to their targeted stat. Not only did they spike their stat, but they never asked the player to make a meaningful trade-off for it on the weapon.
I want to talk about the bolded here, because it's not really true.
House of Wolves introduced individual perks that contained trade-offs in each pip, but to say that Vanilla/TBD perks don't have tradeoffs isn't really true. Take Thunderlord. Everytime I use it I have to decide between Field Scout's extra rounds or Perfect Balance's boost to actually putting the rounds where I need them. (Yes, I know about the way you can cheat and get both, but that's not the point because I have to make the same choice with Vision of Confluence or even Fatebringer.) There are meaningful trade-offs in perk trees and always have been.
The other facet of this is that it's a stealth nerf of raid weapons. Going back to House of Wolves introducing individual perks with offsets. This change was because House of Wolves weapons are reforgeable, and on the middle column you could get any combination of perks. However, that's not true of vanilla weapons. Vanilla weapons had fixed perk selections, so they were designed with base stats that complimented the known perks. These weapons were designed and balanced with the set values, which means they should have known how they'd play. They were powerful, but you had to chase them, earn them. Their power felt like a good reward. Evidently, they were too good. The identified perks are ones that that the raid weapons have, especially Vault of Glass. I believe these changes are targeted at "fixing" the "problem" of everyone using Vault weapons.