Your treatment of the guardian as a pure long-range comm leaves me wishing I could mix things a bit. I'll need to try the riot comm next. IMO, an excellent upgrade path would see at least some types of comm able to equip two "arm" weapons plus a "backpack" weapon. A tool for every situation.
I specifically wanted to avoid that situation. A jack of all trades is a watered down generalist, which is what we have essentially in zk and it feels meh. The specialist route I took in the mod was so that comms can be made viable tools that feel worth while and have their own identities, weaknesses and strengths:
Strike is essentially your deep strike comm. It's got weapons geared towards high alpha, can equip a personal radar stealth module for escape or laying mines around your backline. It is the only commander with Disintegrator gun. It is mostly weak to swarms of light units, and strong against single medium - heavy targets.
Recon is made to have high dps, and mobility (like a raider) but poor on HP. Has a lot of single target weapons with good dps. It can upgrade its jump to make the infamous "nuke commander" attack. It's been nerfed a little bit, but it's still pretty crazy. It has the mobility to get away from most threats, close distances to skirms, etc. Heatray has a dps of 600 (!) at point blank, which makes it really terrifying.
Riot comm is essentially the combat "generalist" that I'm planning. It has poor range and BP, but what it makes up for that is in staying power, AOE weapons and tankiness. Its good against clusters of enemies but dies to heavies. It gains a second weapon on the second morph, unlike other comms which must wait for morph 3. It still can be overwhelmed by skirmishers, unless you have enough range modules to start firing at them.
Support is your weird weapon set with a lot of status inflictors, aoe, or good single target sniping weapons. It has the longest build range in the game at 650 at max level. It can produce extra resources, it can store more metal/energy. I might make a healing bomb at some point too, that sounds interesting and support commy. The main disadvantage is its lack of DPS compared to other comms, but makes up for it in status damages (it is the only comm that has access to almost every status in the game!)
Bombard is great at long range and has high destruction capabilities, but is basically helpless when you close to range. It does have a sort of "emergency gun" you can use in the form of Brillant Star Tac Laser.
Keeping commanders from being generalists I think is a good design. It lets them flourish in their own niches. At the moment FW is in a nice spot where commmorph is viable without being overwhelming or necessary.
On an related note: you're not stuck with your one commander chassis! There's the Commander Production Line (CPL) you can build more comms from (Factories -> 3rd line at the left. The Z button one). The next big thing for commanders on the roadmap is having them revive with all their modules intact along with a second pass to weapon variety based on what everyone is using.