If you land a hit at all, your base score factors in. That's what "your base always hits" means. Landing that hit with any amount of critical doesn't guarantee a critical, nor does exceptional aim guarantee a headshot against a moving target. Base damage is consistency, crit is spikes. Damage starts from the ground and moves up, doing it backwards invites issues. You're more than correct to say my aim isn't perfect, but I do build stability or range into every weapon to minimize the misses, even if it costs me some damage.
I am one of those players that's demonstrated the inaccuracies in DPS, as well as ways to get a true score of your damage, it's on these boards under general discussion.
You make an assumption about critical percentage that doesn't hold up under testing. I can and do hold 50-60% critical chance without pulse, and not every 2nd shot lands a critical. In the long run, over thouands of bullets, it should work out exactly, but in shorter sample sizes, no. Sometimes you get lucky with crit strings, sometimes you don't, but it's a rare thing that your actual % is the % of crits landed. I've had a sniper mag that critted almost every time with low chance, and an smg mag that critted only a few times with a high chance.
I've been that agent with 250k+ dps. I've also been the agent that depended on the group. Neither way is better, as both have drawbacks. The high end DPS is squishy and requires careful play, the player relying on the group is only truly effective if the entire group is standing (or at least the sources of buffs and heals). Both ways are effective in their own way, but when it's down to brass tacks, I personally want to know that EVERY squad member can stand alone when they have/need to, and not on a timer. I find it better to be somewhere in the middle, with built in redundancies in your squad, and never a full spec one way or the other, but enough to be effective. If one player goes down and takes 1/4th of your plan with him/her (or more depending on how specialized you are), that's a huge problem for your group that needs to be corrected immediately, regardless of danger. On the other hand, if a player goes down, and your group can proceed as normal until a lull in action allows a rez, that's not a problem at all.
Your way can work. My way can work. In both ways, we're still dependent on the group as a whole to finish a mission. But, if the incursion has shown us anything, it's that individuals specced all one way or another, or built to do just one thing, isn't the plan that works more often. Everyone needs to be able to hold their own, even if only briefly, in any situation that can arise. For some enemies it doesn't matter how high you boost damage, they don't take any. There are some things that can't be out healed. There are some builds that can not be the last man standing and save the run. Your best odds are to factor it all in, not just the numbers.