I know what their options are, but the low reward part depends on what you go for. For example, the 3 low shots are hugely unsafe and on hit will only do 10% plus a knockdown, but it's there to make your opponent fear getting stuck in another mix up and wasting a bar. Also 3 low shots build a lot of meter on block, not worth them getting blocked most of the time, but could be useful in certain situations. But if you cancel into overhead, then in the corner we are looking at upwards of 30% plus oki and caltrops set up. You can also block an attempt to beat your SoS by canceling it, and more safely being able to get a full combo punish, and that would net you close to 30% anywhere, not just the corner. They block, you can command grab, which will take them out of pressure, but from what I've tested EX sand trap is still plus on hit, so you can always use that to get oki in the corner, extra damage, and to get the opponent off you and resume zoning midscreen. Also, if you utilize the 20% chip set up after, you can make opponent think you are going to go for it, then hit them with something else. If they try to jump, you SoS 2 them for a AA and a hard knock down. 4 is great for zoning, can break armor, is his safest option from SoS, and on hit has very good advantage. A fullscreen 4 hit in my lab time has always allowed me a free sand grenade throw after, forcing them to either delay wake up or block, wake up attacks can be blocked and will take the 9% from the grenade to boot. Yeah, compared to the rest of the cast, Gunslinger has to take a lot of risks, and yeah many of them don't net him full combos, but I still think the mind game is there to make SoS good if you utilize all of it's assets, and that's ultimately why I love this character, because that amount of thought has to go into him to make him work. But I was a crazy MK9 Jade player to the end, so take my word with a grain of salt lol.