Hmm, a few small notes, firstly the naming convention of amalgam mods isn't being used correctly here (also "Amalgam Redirection" suggests the redirection mod has something to do with the mod when it doesn't) .
Secondly all the amalgam mods we have for specific weapons introduce bonuses to different weapons or parts of the load-out, not just extra bonuses to the mod the weapon is on.
I'm not gonna touch the "balance" issues with these mods but they are all pretty out from 1st glance.
Lastly none of the mechanical changes on these mods seem very inventive or particularly unique.
-Amalgam redirection - For all practical purposes, its just punch through without having to line up your targets. It's functionally doable though. In practical purposes its like shooting an enemy and the enemy behind them having a magnetize bubble on them.
-Amalgam Fire surpress - Umm, not much to criticise here tbh, seems like something kinda just designed to save mod slots. The one real nitpick I have here is the name. If it was supposed to be a pun, where your creating a bullet "hose" and reducing the chance of fires, well ok its not that bad but could be better (also strictly speaking it should be "fire suppression" or "fire suppressant") . But you also have to consider that the phrase "suppressing fire" also exists and would imply almost the direct opposite of what this mod mechanically does.
-Amalgum Double Tap - Not phrased very well unfortunately. This seems to be implying that this mechanic is just a weaker version of "amalgam redirection". The name kinda works, but with the burston being a 3 shot burst rifle it is a little 2 subtle for most people to not misunderstand the idea on 1st glance and also if the name is referring to the secondary rounds being fired as the reason for the name choice, well it doesn't really work with the your working off of. This idea of getting a bonus when you land all of the shots from 1 burst is cool though, but it would need to be implemented differently. Also what multiplier are you decreasing? It wasn't stated in the text. (edit: from looking at the lato one it looks like you mean multishot? If u do mean multishot then having a 20% chance for no bullet to fire when u press the trigger is not a good idea)
- Amalgam Diamond edge - It seems a bit rushed and poorly thought out, Firstly the corrosive armor proc strips 25% of an enemies armor with every hit, 5% is just 2 weak, if you look at mods like "shattering impact" they give a fixed number because then the armor removal doesn't just reduce on subsequent hits. Also fire rate being reduced with this effect as well as status chance being increased doesn't make much sense since for weapons that are all about applying "on hit effects" work better from a higher fire rate. I like the mechanical idea of trading off fire rate for power but your implementation of that idea here doesn't really work.
- Amalgam Bane of Life- wow!, 400% damage to all the factions, so bane mods function differently from others in that they increase the base damage before other mods are applied, so they are super powerful, making this super powerful. The normal lato isn't supposed to be an end game weapon, and the vandal and prime work fine without something this crazy powerful.
If this was supposed to be just a 400% damage boost that doesn't work like a bane mod, then it's confusing and needs a new name, and if it doesn't scale that way then it could be just removed and added to the damage bonus already listed on the mod, and at that point, this is just a lato riven in all but name.
At the end of the day there are some good ideas in here, but they need to be implemented differently, and the naming stuff might seem petty small but tbh it rly does matter.
Needs work, but don't give up.