That’s great. And I certainly hope so. 
Ok, now that most of my gear and playstyle doubts are out of the way, let’s head on to the last part… The actual skill build. This is the one I’m thinking about going with:
http://bl2skills.com/commando.html#55050055015500515010005050143100
GUERILLA
5/5 Sentry: Keeping the turrets live for as long as possible would be important because of Battlefront, so the extra 10 seconds in duration would be very useful.
5/5 Ready: This is still a Tediore allegiance build and Baby Maker chucking would be the second main source of damage output after the Fastballs, so fast reload speed is a must.
5/5 Willing: Keeping shields from staying depleted too long is a key element for this build to work, both for survival and to get more grenades, so the recharge rate and delay bonuses here are essential.
5/5 Able: I was torn between this and Onslaught, but in the end I chose to go with Able just to increase survivability. I feel the gun damage increase from Onslaught wouldn’t do much for the weapons I’m using (it might help with the shotguns) and although the sudden increase in movement speed could help me get out of sticky situations, it might throw off my aim with the Fastballs.
5/5 Grenadier: No need for explanations here. It’s essential for every Fastball build and it will leave me with a grenade count of 20 when the Expert Grenadier class mod is applied.
1/1 Double Up: Slag might not be a necessity with this build, but it certainly helps. The turret will be out most of the time anyway, so it might as well do some slagging as a bonus.
GUNPOWDER
5/5 Impact: I need to max out on both skills on the first tier to move further down the tree, since both Overload and Metal Storm would be mostly useless with the gear I’m using and not worth putting points into. So not much of a choice here. Still, gun damage bonus is always a good thing.
5/5 Expertise: I need to max out on this one too, but in this case, the weapon swap speed is actually very useful.
5/5 Steady: Every single grenade damage bonus skill will obviously be maxed out and this one will reach an impressive 11/5 with the Expert Grenadier class mod.
1/1 Longbow: Useful to strategically deploy the turret from a distance and the health bonus for it will extend its duration.
5/5 Battlefront: Grenade damage bonus. 'Nuff said.
1/1 Do or Die: The final essential skill for this type of build.
SURVIVAL
5/5 Preparation: I’m used to relying on the health regen from it on my previous build and I like it a lot. I’m giving up on Grit for this build and I’m not using Moxxi weapons or grenades to heal, so I’m taking this to keep my health up.
5/5 Pressure: Fast reload speed and recharge delay are both very useful for this build. I know it is a little counterproductive to spec both into this and Preparation, but I’m not sure if Last Ditch Effort would be that much more useful. The extra movement speed during FFYL would be very nice for the weapons I’m using, but the shield recharge delay bonus when low on health can be a real life saver and actually keep me out of FFYL. Anyone here has an opinion on this matter? I’m honestly thinking about switching to Last Ditch Effort.
1/1 Phalanx: Extra protection for the turret and for myself on a build that kinda forces you to expose yourself a lot. What’s not to like?
4/5 Quick Charge: I just love all of Axton’s shield skills. This is helpful to cancel DoT effects. 3 points should be enough, but I need to give it at least 4 to move down to the next tier.
3/5 Resourceful: Another skill that will help with keeping the turret active on the field. No need to max out on it since the Bone of the Ancients relics will give me a cooldown rate bonus of almost 50% on top of this.
1/1 Mag Lock: Like Longbow, it’s here to give me more options on where to place the turret strategically on the field. I could have put this last point in Resourceful too, but this is a skill that I’ve never used before and that I really wanted to experiment with.