2 extra slugwinders > zerk + defensive capacity
Despite being facetious again, I'll bite on this. Where does the two extra slugwinders come from? Admittedly a player can get to 100tp before a fight without meditate. I imagine over time, with store TP trait a RNG/SAM will get in more slugwinders than a RNG/WAR. So is that 2 slugwinders per 5 min (recast timer on berzerk)? If so i guess it really depends on waht mobs you are fighting and how much zerk affects your Slugwinder and regular shot damage.
But admittedly i haven't gone RNG/WAR to anything in ages as I prefer not to die. And since I can pretty much get myself killed (with Seigan/3rd eye) at will in any fight I attend on RNG/SAM, not sure having more death potential as /WAR helps anyone but the people with BNS.
Bottomline: you have to gear for not only the fight, but your fellow aliance mates as well. If you are so overgeared you can't keep the mob from constantly turning away from the other less geared DD's, you aren't doing anyone any favors. It's always best to keep hate fairly well distributed in any alliance battle. Keeps healers happy, rangers and black mages alive and mobs in one place.
Yes, there are ultimate damage dealing setups for RNG. I'm just finding the closer I get to having all this great end game gear, the more likely I am to be the first death in any linkshell event, unless I consciously hold back to avoid hate (which then defeats the purpose of getting all this gear).
It's a funny game and I am constantly impressed by posters willingness to get their knickers twisted about these minor stat differences when real game experience would indicate that there is too much randomness in the system for it to ever be of consequence.
tl;dr AF2 hat rules.