Can't comment on Homecoming, but I had three AR characters on Live back in the day (Blaster, Corr, and later Defender when they added that option). It's not a fun powerset on a support.
First, the redraw and generally slow attacks are a problem. Since your defender powers are going to lose your weapon, that's a lot of redraw. Also the slow attacks (as in long animations, not just cooldown) get in the way if you have an active defender powerset.
You're also stuck with some mediocre powers: buckshot has tiny range compared to the rest of the set, the napalm is kind of odd and useless if you don't have a hold to go with it, and Snipe is basically trash. Your only true ranged AoE (as opposed to a cone) is M80, which has knockback, and is thus somewhat suspect. On a Corruptor, napalm is mildly useful since it checks Scourge the same way a rain attack would, but Defenders don't get that.
Almost all your damage is lethal, which is highly resisted. On a blaster, you can power through this with raw damage, but on a defender, you might as well just do Sonic or Psi which basically ignore that problem. It's the same reason playing a Mercenaries MM is painful: you start with roughly the same damage numbers as the other powersets, but rapidly run into far, far higher resistances than those other powersets.
One of the advantages of Defender is that it gets Big Numbers on debuff effects. Of which AR has none, really. Dark Blast or Sonic Blast benefit from this the most, but AR basically not at all.