That seems about right. Good work. I ended up getting c.S to work on Slayer, too.
I haven't been testing BR loops much lately (been busy with transfer applications), but I have been screwing around with some odd confirms for the last two days. For example, if you Bandit Revolver mid pressure and the second hit lands while they're crouching and right in your face, you have a modestly easy confirm into 5k2d HSVV/Tyrant Rave/GV RC launch (lightweights)/ and 5k5h Fafnir in +R. If you dash into the Bandit Revolver or carry enough momentum, you can generally confirm into 5k5h Grand Viper, which means 200+ on pretty much everybody.
Since Bandit Revolver goes over a lot of stuff, it's a good opener if you know the opponent is going to start with a laggy, lower poke (like I-no's 2H, for instance), or if they're going to try to instant block Gunflame. It's rare, but it's worth knowing. On standing hit, however, the move is unsafe (what). Hopefully the 1 frame faster recovery in +R is worth something!
Another thing I've noticed is that no notable Sol players I watch open with 6P. It beats a bunch of common opening moves, like Ky's f.S, Pot's f.S, and Sol's 5H, and can combo meterless from midscreen with finesse. It even beats some moves you might not expect, like Baiken's 2S and Pot's 2P. If you delay it a bit, you can go into Bandit Bringer on counter hit (this works anywhere, unlike GF IAD j.H SW, or 2S(whiff) dash, relaunch, which only work near the corner). In order to properly combo, you should input your dash the moment you land and hold it (6[6]). You've also got some more optimal, character specific followups.
Examples:
Lightweights, Anji:
CH 6P 2S (whiff), dash 5K/c.S 2H j.S/H SW, 7.SW, dash 2H 8.SW, BR. ~190-210 damage.
Dash 5k is recommended for ease of use. C.S is only slightly more difficult to land and gives a minor damage increase.
Almost universal (lightweight recommended):
CH 6P (moderate delay) Bandit Bringer, dash 5k 2h j.S/H SW, dash j.S SW, nj.S SW, BR. ~180-220 damage.
The third sidewinder requires you jump straight up.
Middleweights:
CH 6P (moderate delay) Bandit Bringer, dash 5k 2h j.S/H SW, c.S BR. ~160-200 damage.
Does less, but puts them in the corner. Substitute the dash 5K with dash c.S against Slayer, Axl, and other characters characters with low profile slides that make 5K whiff.
Faust and Pot:
CH 6P (slight delay) Bandit Bringer, GV, j.D SW, 7SW, c.S 5H jSK SW, c.S(2H) BR. ~ 200 on Pot, ~240 on Faust.
For the Grand Viper, mash enough that you would normally get 4 or 5 hits.
Sol and Ky recommended (BB is extremely difficult to land due to their falling animations):
CH 6P (major delay), GV, dash j.D SW, dash c.S 2H tk.9SW, 5K/c.S BR. ~200-230 damage.
Delay inputting Grand Viper until they're about to bounce off the wall. Mash GV like you would in the combo listed above.
Stronger variation of the above:
CH 6P (major delay), GV, dash j.D SW, dash j.S SW, nj.S SW, BR. ~220-260 damage.
Still gotta do some more testing, but even though 6P isn't the best in AC, it just keeps getting closer to one of my favorite pokes. With BB causing floor bounce again and 6P having the hitstun buff, these are probably going to become better in +R.
Also, a note about CH 6P 2S (whiff). Since 2S recovers so quickly (same recovery speed as 2K), you can input your dash near the end of it and run almost immediately. Then you dash in and 5K/c.S 2H j.S SW loop. This will work when you space 6P against everybody, but against some characters, 2S will hit and end up ruining your combo. Thus, when 2S whiffs up close, this will work well when you land a CH 6P amid a frame trap.
2S will whiff up close against: Millia, Eddie, Axl, Chipp, Testament, Bridget, Faust, I-no, Slayer, Anji, Jam, Dizzy, Zappa, and ABA.