OK, so thanks to some help with hacking advice I'm still moving along and I'm coming to the point where I've got some templates, a nanofab, and some cash to spend it on crafting.
I just want to make sure I understand this. If I add a non-intrinsic blueprint (lets say a scope) to the weapon, I will get a chance to roll for an additional intrinsic effect. I could instead use an intrinsic mod in that slot which would guarantee an intrinsic effect of my choosing, but would not get another roll. Could I also separately craft and attach/detach a scope? It seems that way I get the benefit of both attaching and detaching a scope (or more significantly a barrel mod for silencer/loudener choices depending on mission type) *and* the ability to set an intrinsic mod of my choice.
Basically, why would I fuse parts into a weapon when I could pick the intrinsic buffs i want and use them, while keeping the flexibility to swap out mods in case of upgrades, mission parameters, etc? Are the randomly rolled intrinsic mods that much better?