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I have just one observation: you understated how exactly OP snubgunners are, specially now that we have Shock Troopers. It's not uncommon to one-shot the two xeno front rows with a single Titan Shell without the initiative penalty of Plasma Burner. If your snubgunner has nice stats (like Vytautas) he is simply a demolition machine, by far the MVP of any away team.
The sniper in position four is an opening move, as even a low level sniper can be quite powerful. Transitioning to the heavy machinegunner seems, to me at least, a slightly more powerful option in the later game, but it is still entirely optional. I'm just saying that a low level sniper is going to be more powerful than a low level machinegunner. It's not until higher levels that this relationship reverses itself, so it might be prudent to start off with a sniper to hold the line until the rest of your away team is strong enough to help power-level a fresh green machinegunner to higher levels quickly and safely.
If you've got a pistol/sword combo for skills, well, naturally you'll want a pistol and a sword. The only real debate is whether to use your utility slot for a pistol boost or a sword boost - either are equally valid, so go with what suits your own favorite style.