I'm kind of annoyed looking through the Pathfinder 2E Gunslinger ways and feats to see that they put so much work into making alchemy and (potentially) bombs a viable optional feature for the class, but didn't really build a "Way" that has a reload feature usable with them.
Sure, you could take Way of the Sniper with 1-handed firearms in one hand and bombs in the other. At least the Slinger's reload (reload while taking cover) is potentially useful then. However, that's weak both mechanically (compared to 2-handed firearms) and flavor-wise (compared to running around lobbing bombs and laughing maniacally.)
Way of the Drifter would be serviceable if thrown weapons or bombs counted as "1-handed melee weapons". So why not just do that?
Consider this homebrew Gunslinger "Way" that is just Way of the Drifter, but with the phrases "1-handed melee weapon" and "melee weapon" replaced with the word "bomb"
Way of the Anarchist
You're a wanderer traveling from land to land with your gun and a bombs as company. Maybe you learned to fight with explosives and a pistol as a Shackles pirate, mastered the hand cannon and alchemist fire in Minkai, or practiced with a bomb and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons.
Slinger's Reload
Reloading Huck (single action)
Requirements You're wielding a firearm or crossbow in one hand, and your other hand either wields a bomb or is empty. You make an attack and then reload your gun in one fluid movement. Strike an opponent within range with your bomb (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.
Initial Deed
Into the Mob (free action)
Trigger You roll initiative. You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a bomb. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.
Advanced Deed (9th)
Finish the Lob (1 action)
Requirements On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a bomb or empty.
Your last attack failed, but it set you up for another. Make a Strike with your other hand, using a bomb or unarmed attack. This Strike uses the same multiple attack penalty as the Strike that failed on the last action. Afterward, increase your multiple attack penalty normally.
Greater Deed (15th)
Anarchist's Wake
You skip across the battlefield, blasting foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, bomb, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions.
Anarchist's Juke (two-actions) Feat 6
[Flourish][Gunslinger]
Prerequisites way of the anarchist
Requirements You're wielding a firearm or crossbow in one hand, and your other hand is either wielding a bomb or is empty.
You move in and out of range to complement your attacks.
You Step, make a Strike, Step, and make another Strike. One Strike must be a ranged Strike using your firearm or crossbow, and the other must be a Strike using your bomb or unarmed attack. You can choose not to take one or both Steps.
Disruptive Blur (feat 14)
Prerequisites way of the drifter , way of the anarchist
You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity. After you make a Strike with a firearm or crossbow, creatures can't take reactions that would be triggered by your movement for the rest of your turn.
What I'm wondering is if there's anything unique about bombs vs. 1-handed melee weapons that would make this particular Way unbalanced? I know bombs potentially can have splash damage, while melee weapons don't.(?) They also newly allow the PC to stay a bit out of melee range, since bombs tend to have a 20 foot range. I am seeing there's a potential synergy with Quick Draw on bombs, and there might be some problems I'm not seeing with healing bomb having weird synergies with this Way. But other than that, nothing is jumping out at me.
I'm also a little curious what it would do to this to make it work for all thrown weapons, not just bombs.