1. The Killer, flying forwards shooting, pigeons above..and that's just one scene where he's diving around going bang bang.
2. Full RoF, sure, but those aren't extra attacks, it's just up to the weapons RoF. Get a higher RoF if you have an issue hitting. And you have to suck back the multiple action penalties regardless. I suppose if you like your V Heavy RoF 1 pistols, it might be useful..then you eat a -3 to hit plus whatever other penalties are there. Nah. Anyway, WHY are you using a pistol?! Get a real gun, man! And WHY would ambidexteriyy affect anything? Pistol shooting is all about steady hand, grip control, etc.
Dual wielding = dumb. Especially in Cpunk, a semi-real shoot game. Next you'll be suggesting dodging bullets or some rot.
Also, while we're on the subject of RoF - it's weak. The RoF for pistol especially is weaksauce. By all means impose a negative for rapid firing, but the mechanical action of, say, a .357 or .44 can easily put out more than 1 or 2 rounds in 3 seconds. It was always weak, really.
It most certainly is an extra attack. You roll separately for both guns.
As for the wonky ROF rules in CP 2020, that's yet another thing IU fixes... the ROF of any semi-auto or double action weapon is always 1... because one shot is fired when you pull the bloody trigger. You want to fire more than one shot, that's what the whole Combat Action thing is for, where skill determines how many times in rapid succession you can pull the trigger before you start taking penalties.
Its a complicated mechanic, but the character sheet does all the math for you, and it works really really well.
Under the system Initiative is treated as its own skill... Initiative +combat sense + relevant skill equals your Combat actions. These are divided into Quick, Normal, and Full. Divide combat actions by 5 to get the number of Quick Actions, by 10 to get normal, by 15 to get full.
As I said, its a bit complicated, but the math is all done for you on the character sheet...
Pulling the trigger is a quick action... so a character with a 5 handgun skill, a 4 Initiative, and a 1 in combat sense will have two quick actions... meaning he can fire twice in a round before he has to start taking the -3 penalty for each successive shot. Progression is slow, and the most any character will every realistically be able to get is 6 shots a round... and that's only if he is shooting at the same target (as switching targets takes a quick action)... and that's if he has a 10 in initiative, Combat Sense, and the relevant weapon skill.
If he is dual wielding, obviously he gets the same amount of attacks with his offhand, however unless the ambidexterity was natural (optional rule), he still incurs the -3 penalty to both weapons.