i still can't believe i haven't replied to this thread yet, even though i've been playing splatoon nearly daily!
-Tynamo-, if you're having problems with how the splattershot pro eats up ink every time you depress the trigger, try seeking out gear with ink saver (main) as the main ability or gear from the in-game brand splash mob, which gives a 5x chance of rolling ink saver (main) for its sub abilities.
imo, the dual squelcher is a great weapon not just for its sub + special combo, but also as a transition weapon between short-range shooters and the jet squelcher. it has the exact same range as the .96 gal and the splattershot pro, but it takes more shots to kill, which isn't too bad, considering its good fire rate. splat bombs + echolocator are a rather nifty sub + special combo and what make this weapon so deadly in the right hands. the custom variant is rather subpar in comparison unless you either have a team that knows how and when to use the squid beakons or are playing tower control.
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regarding what weapons i like using, i personally main both dynamo rollers thanks to the insane range and ink spread from one flick alone. both variants get amazing sub + special combos, which only make life as a dynamo main easier. the normal variant gets the sprinkler + echolocator, which makes it much easier to keep tabs on my opponents, distract them (in any given match, at least one player will dedicate a moment to destroy a sprinkler that they've spotted), and ink two sections of the map at the same time. this combination gives me the ability to play a hybrid intelligence support + aggressive defense breaking role. the gold variant gets splat bombs + inkstrike, which enable much more aggressive plays and make breaking past an opponent's defenses a simpler task than with the sprinkler and echolocation. as a bonus, both the splat bomb and inkstrike make it easy to dislocate chargers from their nests, which is especially helpful when facing off a competent charger.
as for when i choose to use certain variants of the dynamo, i switch between them as the maps rotate. i run the gold variant if the maps are more open (e.g.: kelp dome, walleye warehouse, blackbelly skatepark) and i use the regular variant if the maps are more choke point-heavy (e.g.: port mackeral, arowana mall, saltspray rig). as for my preferred gear load-outs, i try to get at least two ink saver (main) sub abilities in so i can get one extra flick out there before having to refill my ink tank. i also like having some damage up abilities (three sub abilities across all of my combined gear loadout is good enough) so i can more reliably score kills at ranges where opponents normally have a chance at escaping from the tidal wave that is the dynamo's flick. having some ink recovery up sub abilities is rather handy too. as for unique main abilities, my favorites are cold-blooded (because fuk opposing echolocators) and ink resistance up (because i can keep jumping and flicking ink, even if i happen to land my opponent's ink by accident). i used to be a complete proponent for ninja squid as the main ability of choice for the t-shirt, but the 1.0.3 patch and the further slowdown caused by ninja squid has made it a bit less worthwhile, but still very usable. just remember to pack a three swim speed up sub abilities (or one swim speed up main ability) to counteract the slowdown ninja squid brings. comeback and tenacity are nice to have on my headgear, but i don't consider them as necessary as cold-blooded or ink resistance up.
i've also started dabbling with the e-liter 3k scope, and splatting opponents from quite the distance is rather fun. what can i say? i just like using weapons with incredible range and killing power.