Well, without having to read that whole, 5 page thread, let me see what I can do to illuminate the subject.
IIRC, in Megatraveller, gauss guns were listed as having no recoil and no report. It was probably assumed that since it was just magnetic fields throwing things around, that they didn't matter, or they could be used as some sort of auto-compensation in some way.
Whatever.
FFS, however, doesn't take that tack at all. If you take the time to develop a CPR gun, and then to develop what you feel to be an equivalent gauss gun, you will find that the gauss weapon has MORE kick to it than a CPR gun. Once you factor things down so that the damage is equal, THEN you'll see that they're about the same, as far as the Recoil stat is concerned.
Now, why the comfusion of my last statement?
When designing a pair of guns, you naturally want to give them as many of the same stats as possible. However, for a gauss gun, you have to choose a muzzle velocity, whereas one is assumed for the CPR gun, so you don't know what to pick, and so you end up picking the wrong one. The gun comes out a lot more powerful than you thought, weighs a lot more than you thought (thanks to the battery), and has a lot more kick.
So you have to know how fast a bullet is supposed to travel before you design your gauss gun, or you should otherwise choose an equal muzzle energy, which requires a bit of math to figure out.
At any rate, tools at your disposal for reducing recoil are in the book. Gyroscopic compensation, gravitic compensation, even muzzle brakes and automatic fire and shock absorbing stocks (iirc). Even beefing up the weapon by adding otherwise useless weight helps.
But the most direct answer to your question about lengthening the barrel to reduce recoil goes something like this: a barrel that is twice as long should allow the bullet to accelerate at half the rate, and therefore give half the recoil. Naturally, you'll have to factor in the extra weight of the longer barrel.
BUT, why go through all that trouble? After all, if you have a longer barrel, that means you can get the bullets going twice as fast, doing more damage.
(Note that FFS assumes bullets will accelerate at a constant rate, whereas in reality, they do the bulk of their accelerating at the start of the trip, and each successive piece of the barrel imparts less and less of the total speed. BUT, don't let that distract you, there are so many deviations from reality in FFS that it's unusable if you want something realistic, but it's still perfectly fine if you want a consistent, simple (relatively speaking; compare with Gurps Vehicles 3e) way to make things that are compatible with the game. If reality os all you will accept, however, you're in for a LOT of work; trust me on this.)