Only if the pilot have sniper SPA, or have about gunnery of 2+ to 1+. +4 modifier to to-hit roll generally means it is unlikely to hit anything, or sometimes it's literally does by reach to above 12+(13+ or more is always miss, you know). Only the hit does matters. Thounsands of lethal attacks that simply missed is not harmful at all, and only an attack that hits is far powerful than that.
It sounds like you havent done the math. Gunnery 4 with CLPL at ranges 7-8 is a base 4 to hit before other factors (Pulse cancels out Med range). CLERLL at that range with Gunnery 4 is also a base 4 to hit before other factors. Exact same numbers. Will also be same numbers for both pilots (6 to hit) at range 15.
Well even at 12+ it's better than no attacks are allowed, though, but the distance that actually outranges LPL is not so long enough to actually have a meaningful outcome.
Had a tournament once where opponent parked his Rifleman IIC on a hill behind cover. And I knew he would make a beeline for that spot.
So I parked my entire force at 24 hexes which added up to be 6 CERLL's & some clusters which had 8 & 9's to hit first round and 7's and 8's following round. Did a stack of torso damage I took off one of his arms, and reduced his firepower to half (blew one of his arms off) before he was able to eventually return fire from abandoning his sniper spot (took 2 rounds to move 4 hexes as there was a sloping hill the other side).
I tend not to point out tactical advantages without having tried them in
actual combat.