The difference between a standard Vertical Stabiliser and a bond Vertical Stabiliser (Improved Stabilising) is most pronounced on vehicles that have worse soft stats for their guns, and are therefore going to see a more practical difference. Here are some examples, all of which comparing Vertical Stabiliser vs Bounty Stabiliser vs Bond Stabiliser with no other equipment and no crew skills:
In this instance, all three pieces of equipment offer effectively the same improvement in soft stats except for after firing, which is irrelevant as the Object 140 can aim between shots without issue.
In this instance, each piece of equipment offers progressively better stabilisation on turret traverse and after firing, the latter of which remains irrelevant, but the former of which becomes very, very noticeable.
In this instance, each piece of equipment offers progressively better stabilisation in all situations, with Standard and Bounty Stabilisers in a tie for turret traverse. The after-firing improvement is most significant, as this is an autoloader.
- WZ-120 (including version without Vertical Stabiliser)
In this case, Standard and Bounty Stabilisers offer the same effect except for after firing (which is irrelevant), but Bond Stabilisers offer a minor improvement in hull movement and traverse (but not turret traverse).
However, when compared to using no equipment at all, one can see that the overall improvement is largely minor as the WZ-120 comes with good soft stats already, making the use of a Vertical Stabiliser potentially unnecessary; instead, one could opt to use the slot for something different, such as Commander's Vision System and/or Low-Noise Exhaust System if you elect to make a full reconaissance build optimised for vision games.
- WZ-120 comparison between your build and a proposed reconaissance build
All three tanks in the comparison come with camo paint, Camouflage, Recon, Situational Awareness and Brothers in Arms. The second tank slots Coated Optics at the first slot, while the third tank slots Low-Noise Exhaust at the first slot, with the last piece of equipment being Commander's Vision System (which I don't slot first since this is a Tier VIII light tank and can benefit more from other stuff in my humble opinion, but you definitely can swap it to the first slot too).
In this example, your current build has a minor edge in reload (0,16s), dispersion (0,01m at 100m) and gun stabilisation (0,02m to 0,03m on movement and traverse) with 34,2% concealment and 468,04m view range. The spotting variant comes with 39,92% concealment and 457,21m view range, while the stealthy variant comes with 41,92% concealment and 451,06m view range; both also inflict a 15% penalty to the concealment of enemies behind foliage and 10% to the concealment of enemies that move, with the two penalties stacking if required. This means that they will both be spotted later than your build in all situations, while also spotting further out in almost all situations, at the cost of 0,16s reload and very minor accuracy at long ranges. It suffices to say that this gives them an edge in both racking up assisted damage, as well as a first shot opportunity. The current build only has an edge in a DPM race, which is very uncommon, and especially for light tanks.
Just my humble two cents, I hope that I answered your question as well as gave you some insight to some new possible builds for you to consider.