Another Hacx-y question of sorts. I've just realized that the use of autoaim profoundly affects the accuracy of one of the improved weapons:

On the right is a "normal" projectile spread (bit hard to notice because of the trails, but it's the smaller, brighter white dots) while the left is what you get when you fire at an enemy from the same distance with autoaim turned on, which sorta cheeses the weapon quite a bit. :/
I've tried playing around with the A_FireCustomMissile "aim" flag, but it doesn't alleviate the problem entirely because although it prevents stray projectiles from being subject to autoaim if they're way off-target, any projectile that gets caught in the autoaim "field" will zero in directly on the target, ignoring pitch entirely.
Thus, the question: Is there a way to get A_FireCustomMissile to set the pitch trajectory after performing autoaim? Or is this a feature suggestion waiting to happen? I don't want to disable autoaim altogether, but rather keep its original functionality (allowing for automatic vertical aim in case freelook isn't used) in tact. If I could get each projectile to pick a target, aim straight at it, and then do a slight pitch adjustment, it'd make autoaim correctly emulate the behavior of manually vert-aiming at an enemy without actually messing with the weapon's accuracy.