Yes. I'm not saying attack speed 10 gives rapid-fire/hurricane classes final damage. If it does its extremely low since it's just the animation of skills shortened. This post has nothing to do with other damage types either. Just focusing on GMS exclusive green potion and how roughly 23 classes gain 5%+ final damage from this highly accessible item. Handful of classes are around 10%+ final damage from its interaction with their attacks through faster combos, gauges filling faster, or procs every x amount of attacks.
I tried to give different examples with values of final damage gains a rapid-fire/hurricane class might have to make over someone who benefits greatly from AS10 just to compete.
The 0.3%-2% final damage was just based off of double priming your gear on a cube sale. Which is actually more like 0.2565%~1.118% for an extra 3% main stat or 3% attack. This can cost hundreds of bills in meso... up to trillions for double priming WSE.
Maple Scouter stat efficiency specific to my character
Another example I gave was boss familiars in comparison to final damage gain. This one is more tricky since it diminishes.
My full rotation BA was just to show how much what percentage/ or final damage my origin does for having a max level origin skill.
If KMS had green potion then it wouldn't matter as much where they intended classes to be. Even though their balancing is dreadful. It's just crazy that we have such a broken item without our own balancing to compensate for it. That's all the post was intended for. Just Rapid-fire and classes that barely benefit vs the other half of classes that do.