Run and Gun is not better if your opponent has a really high scoring offense. You want to limit their ability to score, and the best way to do that is by (1) Playing excellent Defense and (2) securing the ball on your possesions.
Part of Securing the Ball is not Turning it Over. To run a Patient properly you need good Guard play, like HA/PA. So your 'handlers' have the ball until they find the 'mismatch'. So the only guys really touching the ball either can Secure it, or are going to Shoot it. The second aspect of Securing the Ball is that you actually have to have the ball for it to be secured. Running down and popping a shot in 5 Seconds (even if it's a made basket) isn't Securing the Ball... it's allowing the Opponent to have the ball and the time to put up big points.
Patient, if ran right, will get you a Higher Percentage while exploiting the Mismatch (outside scoring/driving) AND eating up valuable clock.
Run and Gun if you want to win 120-118, Patient if you want to win 80-78. Now, this isn't exactly true as your higher percentage means you can score more, so you could actually win 100-78
I run Patient and Motion, depending on the situation. Motion is more for Jump Shooting and Middle Range and I've moved to it to slow down the 3 Point Shooting (my team isn't really good at 3's). My SF is usually my best Offensive Player, so in Patient I would see the SF lighting it up (or chucking it up). I usually get 30 from the SF, but the % varies.
With Motion I still get the same thing. Why? My SF is my best offensive threat. As for Post Players not scoring... if they can grab Offensive Boards you will Score with the Post. I seem to get more Offensive Boards in Motion, but I have upgraded my Post Players since the change, so I can't say it's the Offense that is doing this.
Patient is a very good offense IF YOU BUILD FOR IT. No offesne will work if you don't get the right players to run it.