Is Geth Pulse Rifle VII with Geth Engineer's +5% weapon damage good enough for Gold? I ask, because with Hurricane IV you need to use a Stabilization Module, instead of something more useful, and equip the weapon with a Magazine Upgrade, instead of Extended Barrel/Piercing Mod. The latter goes for the Collector Rifle as well.
Here's what I have:
http://social.bioware.com/n7hq/home/inventory/?name=Kraft&platform=ps3
EDIT: Or what about M-13 Raptor VI with Operative Package III?
Just to chime in with another perspective, I think the GPR is fine on a geth engineer, it works through mooks great as long as you're hitting headshots, which is easy given its rate of fire and accuracy. Use disruptor ammo for the best effect, the GPR is great at applying ammo effects, which you can then detonate with overload. The weakness of the gun is against bosses, as the gun is basically a squirt gun against armored units, even with armor piercing. It's light enough that you can carry a secondary though, so you might consider that.
If you have a hard time handling the Hurricane, give your collector smg a try. It has fantastic accuracy and stability, allowing you to use it in a similar fashion to the GPR, headshotting targets at range, with the added bonus of doing solid damage against armored targets. Just use the extended clip and stop firing before your ammo count hits 0.
Regargless of your weapon choice, run with incendiary or disruptor ammo to prime tech explosions for your overload to set off. Also consider speccing your turret into flamethrower, another way to beef up your damage against armor and set up fire explosions. The geth engineer is one of my favorite kits, easily platinum viable. I run him on platinum with the collector smg and the scorpion.
I also run the engineer without hunter mode, though I disagree with Phat Michael about the Trooper, a point on which I'll elaborate.
but the vorcha have shitty shields right? the reason I chosebthe geth is because without hunter mode he has 1650 shields.
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That's all true, but the Vorcha has Bloodlust to make up for it. You have to be a little more aware of big hits coming in when tanking in health, but it has alot of advantages too. Things like swarmers and ravager goo, as well as damage over time effects like banshee warps and Atlas rockets can be basically ignored. Regardless he still has shields, which can tank any one hit thanks to the shield gate mechanic. On gold at least, survivability is not much of an issue, especially since you don't really stay exposed against groups of enemies to flame them down, you just tap the flamer to set them on fire, then chuck a cluster grenade to blow them all up. It's worth a try at least, although like with any cluster grenade user, getting good at placing those grenades is key. Make sure you take extra shrapnel and and radius upgrades when speccing them out for the best effect.
The thing about the trooper is hunter mode is the only thing making him distinct from the Vorcha Sentinel, and substantially better than him at something. Without it he's doing less flamer damage without the ability to detonate his own explosions.
Similarly, someone mentioned skipping Flamer. At that point he's basically a worse Destroyer due to the lack of multi-frag crowd control. The additional mobility and the wall hack from hunter mode at least give him a slightly different niche in that instance.
In general, my goal when approaching a character is to use it in a way that takes advantage of its strengths and allows it to play differently than it's counterparts.
There aren't many truly 'bad' kits in this games, but I think I'd define the ones that are as ones that can't do anything that some other kit can't do better.