Using your skill with a weapon to justify a nerf is not the best way to go about suggesting things. Not many players can get 20 kills with any weapon, let alone 50 or 60. Compile data from more than 2 games. Have video evidence or stats showing how easily the AD can kill other skilled players, not new players or casuals.
I'm not downplaying it. Look at the video posted earlier in this thread. It's the least amount of suppression a weapon can give. You're of course aware that orks suffer more from suppression than the others, right? Just saying the boltguns should be enough then for an example. See, you're trying to downplay things yourself. Your language isn't helping, low-hanging fruit and what not. The asymmetry is partially a desirable thing. Is the Ace Dakka not part of that? In what way does it break away from a level playing field? The orks are TAU-inspired because so many things work against them on the level playing field, not with asymmetry. For example, reacting worse to suppression effects, having roughly half the travelling distance in melee (which is what essentially makes them a ranged only faction), slower RSP for the melee system, firing over obstacles, animations when jumping over a railing and the field of vision and minimum range of their vehicles. Other drawbacks, like turning speed, rear-damage, armor regen, drifting vehicles etc., could possibly be part of regular asymmetry that one day hopefully will be held up by more than the rusty gob. The important thing here is if the Ace dakka is part of asymmetry or if it creates an unbalanced playing field, and I think it's the former. With the above examples of unfairness, you can expect Ork players to be very defensive about one of the few pros they actually have, even if they would probably still live through a...4th nerf of the Ace Dakka. If it's unbalanced, go ahead and streamline it, but then there are lots of things about the other factions one could look at, and all of the above to make orks on an even level. If it's just asymmetry though, your suggestion of streamlining just hurts the experience of each faction being different.
As I've said earlier, I really don't care if they remove the suppression or not. However let's look at this since we compare it to the AC: Can Lootas get move speed bonuses for faster positioning like MoS Havocs with AC? Can Lootas get lifesteal(not huge but hey it's there) like MoK Havocs with AC? Can Lootas get very fast armor regen like MoT Havocs with AC? These advantages are even more apparent in a Vet build. The only thing a Loota can do is get tough like a MoN Havoc. Just something to think about, you can't just look at guns in a vacuum. The wargear you can take with the gun, the faction perks etc also factor in.
Also force distribution. Ace dakka works so well because orks tend to move a lot and get in close. This means ace has way more time to easily provide cover fire and becomes a lot harder to deal with be ause of a shoota/slugga/storm breathing down your neck. Compare that to marine factions who are currently running a lot of tacs with boltguns and the best way for AC to become effective is to use more of them. Orks loktas do so well because orks keep people back and away from their fire support.
The mods will be important later on I feel. If Abadonn's Grace and Ace Dakka can't use mods, but other heavy weapons can, they'll find themselves diminished greatly in terms of effectiveness even if nothing else changes about the heavy weapons.
This right here is why we need to hold off on nerfs to weapons. We need to accompanying mods and the following LP cost repricing that comes with them first. If you nerf a gun too much too often it requires just as much work later. Now losing suppression probably isn't going to hurt it too much. About the only times I see it affecting gameplay would be against las cannons (which got their own random aim nerf recently), enemy emplaced AC's, and stalker bolters.