They are ‘abstract’ numbers and not related to game turns, just like temperature in your body parts is not celcius.
Also you got them the wrong way around. It makes sense if you think about… speed is a positive attribute (just like your character’s speed), whereas dispersion is negative when talking about accuracy.
High speed = good
High dispersion = bad
Recoil = decreases your aim after shooting / moving, think of this as a permanent variable number state that affects your accuracy, you can see your current recoil (high-medium-low) in the sidebar gun firing info. You can decrease current recoil by spending time to aim your gun. You can’t re-aim your gun during burst. Your gun’s recoil attribute simply tells you how much the gun adds to your recoil state when you fire it.
Handling modifier (eg: forward grip) = decreases the amount of recoil after shooting when you install it on a weapon.
Aim speed = how much time it takes to re-aim after shooting or moving, in other words, how fast you can reduce current recoil by aiming.
You could have a gun that aims very fast but still has massive recoil, like a laser sighted revolver. Thus you have to re-aim more after every shot due to high recoil, making fast aiming very preferable. If you want a good burst weapon, you want minimal recoil (like sub-machine guns) so your accuracy takes a minimal penalty after every shot in the burst.
Which scope the game uses is based on the scope’s aim speed and your current recoil. Eg. if you have a laser sighted assault rifle with a sniper scope, the sniper scope is only used with 0 recoil (perfect precise aim) because the aim speed of the scope is 0. But I haven’t looked the code on this, only what I’ve read about and tested in game.
It’s handled automatically and you really don’t have to worry about it because it makes the perfect sense, you don’t wanna be using a sniper scope when there’s a zombie next to you.