I don't think what I was looking for is unbalanced at all.
High Powered Rounds have a +2 DV and a -1 Ap, which is pretty big, though they are highly illegal-20F availability. Re-chambering relatively accepted with an availability of 8R. I was looking for something more along the lines of +1DV with a more acceptable attainability, something you could carry around with you on the streets.
Look at the Taurus Multi-6 in Arsenal, it's a Light Pistol that can take either Light Pistol rounds OR Heavy Pistol rounds, for either a 4p or 5p DV. So why can't you re-chamber a Heavy Pistol to take 6p rounds instead of 5p? The Ruger already does 6p, so there is precedence for 6p pistols. How is that possible unbalanced? My suggestion is a lot more reasonable than forcing High Powered Rounds. Yes, yes, I know, I could just use explosive rounds. That's not the point.
What you all are suggesting is that if one of your players came to you with this suggestion, that you would turn it down and insist they modify their Ruger Superwarhawk to take High Powered Rounds instead? DV 8 with -3AP? And you call THAT balanced?
As a player, I enjoy having something small like that unique to my character, like a signature gun. As a GM, if it makes my player happy and will not unbalance the game, I would allow it. If he wanted the High Powered Rounds, he would have to deal with having Forbidden/illegal rounds; and if he wanted just a higher caliber, he would have to deal with a Restricted mod, and had better have a fake permit.
Another thing I do as a GM, is if my players use tech like High Powered Rounds or Combat Rifles, I let my NPCs use them too. If my players never bother with such things, I don't either. Keeps the game balanced. But if they want a small advantage like I am suggesting, yeah, I'll allow it., and while I won't have Loan Star start modding their weapons the same way, you can bet your tusks I'll have them notice that BFG you're packing.