No, why would I do that? It's because of those hotkeys the 2 fire buttons are good enough.
Well, until very recently we didn't have a hotkey for ECM; and the argument went that you could "just" assign it to one of your triggers in one of your firegroups. Problem is, this wasn't a workable solution because ECM needs to be deployable on very short notice, and once you start adding in these specialized modules, the 2 trigger+cycle through firegroups solution just doesn't work anymore. A lot of functions are rendered useless when they take up a whole trigger and require cycling through firegroups to use. So bit by bit frontier have added in single-purpose bindings for each specialized module, but only after a great deal of hemming and hawing and denial that the problem even exists.
The rejoinder by naysayers, *every time*, is always some variant of "2 fire buttons are good enough." But they're not good enough and never have been good enough; which is why we keep getting these single-use buttons (which are way less friendly to gamepad and mouse players than extra assignable fire buttons, btw).
As time goes on, we're going to get more special-use modules which need to be quickly available but which don't justify an entire firegroup all by themselves. It's obnoxious to require an entire firegroup for, say, healing beams, or each limpet type, or what have you, when these items are most useful only if used quickly and briefly in a special situation and then not needed again for a while. Swapping back and forth through firegroups is clunky and more importantly having all the additional firegroups needed to do so makes the entire interface into a mess. If we could have more assignable *triggers,* then we could have fewer firegroups and make better use of specialized equipment.
Frontier sort of recognized the need for additional triggers when they added "quick slots," but then they locked this functionality to the gunner role in multicrew. I suggest they extend this functionality to solo pilots as well.