option 1: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat and +2 to your attack roll. In subsequent rounds this drops to +1 Initiative and +1 to your attack.
option 2: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. In subsequent rounds this is replaced by a +2 to your attack.
Trick-Shot Artist[-1]; Your ability to perform incredible feats of shooting is more than legendary; You may use Guns to perform Maneuvers or Declarations that place Aspects on a target and in addition you gain +2 to Guns for the purpose of such maneuvers.
Options 1 and 2 are OP when you consider the rules for Mortal Stunts starting on YS148. It's almost like you're combining two Mortal Stunts together for the full benefit instead of using the rules for combining stunts to get half benefit.
Here are a few examples what trappings can do that seem to be in the same vein you're looking to go:
Give a +1 to attack, improving accuracy under a specific circumstance. (Example: Target-Rich Environment)
Give a +2 to an attack's result, applied only if the attack was successful, under particular conditions (Example: Lethal Weapon)
Combine any two of the 2-shift effects from above at half value (Example: Scene of the Crime)
Get a more powerful effect, but only when you spend a fate point and usually only allowed once per scene (Example: Killer Blow)
I would rework Gunslinger like this:
Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. Also, there is a Trick Shot Artist (Guns) trapping that Marcone has on OW189. Here it is.
Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc. (Particularly effective when used with Taking Aim).