Here are some firearms that a character of mine for shemmy's next game will probably be using. These may not be the final stats but here they are as it stands. These are from a prime that is advanced well into the rennaisance as far as tech goes.
Illustian Firearms***
Name....................Cost*....Damage....Crit .....Range....Weigh...Type
Naval Pistol............250........ 3d6......19-20X3 ..50ft .......3lb....Piercing
Officer's Pistol........600**......3d6......18-20X3...60ft........3lb....Piercing
Musket..................500..........4d6......19-20X3...150ft......10lb..Piercing
Long Rifle..............745**.......4d6.....18-20X3...200ft.......12lb..Piercing
*Cost is for the Illustian militaries and cities and will be much higher on the planes.
**This weapon is always masterwork
***All firearms are flint-locks and have a mishap on a roll of 1-3.
Firearm Mishaps roll 2d6
2. explosion - barrel breaks wielder rolls damage, making a crit check against her own AC, No save.
3-5. explosion - wielder takes normal weapon damage. Barrel broken.
6-8. Misfire - wielder takes half normal damage, a reflex save DC 20 negates, and weapon is inoperable until a repair roll (Craft: Firearms) DC 25 can be made.
9-11. Jam - Weapon does not go off. A repair roll DC 10 is required to clear the jam and ready the weapon for firing.
12. Jam - Weapon goes off, but half range increment and re-roll attack at a -6 circumstance penalty.
I think your weapon damages, range increments, and critical ranges/multipliers are way out of line-- I'd recommend you check out the firearms in d20 Modern or d20 Past instead.
Remember, firearms don't need to do much more damage than swords in order to be appropriately lethal-- swords are fully capable of killing the average person in one or two good blows, as well, and there are stories of people surviving a handful of gunshots.