TNE's combat system is badly broken, IMO.
1st off, no one-shot kills with a .22 are possible on standard NPC's... it takes 21 points to kill an NPC, and a critical hit with a 22 to the head does (1d6-1)x4 damage...
2nd, the multiple damage locations require a lot of tracking.
3rd, I've seen PC's survive FGMP shots at point blank.
4th, PC toughness is just too darned high.
5th, due to the way damage is calculated, it's possible to get some insanely high damage with highly focussed characters. High enough to damage tanks bare fisted.
The problem with MT is the process for interrupts instead of an initiative system.
I find the damage system exquisite in concept, merely decent in execution.
I've found that altering the thresholds for Pen vs Armor makes it both easier to remember and a better fit to the effects in Striker:
Pen< (Av/10), Dam=0
(Av/10) ≤ Pen < (Av/2), Dam x0.1
(Av/2) ≤ Pen < (Av), Dam x0.5
(Av) ≤ Pen < (2*Av), Dam x1
(2*Av) ≤ Pen, Dam x2
I really like the delaying of damage to atts until, as I tell new players, "... the adrenaline wears off." It reflects well my experiences, and what I've seen in the FBI and DOD gunshot data, as well as what I've seen in various melee manuals from the rapier period.
The To Hit process in MT is smooth, and works really well both in personal combat and in large scale combats.
MT can be used as is in larger scale combats, and the large scale rules work REALLY well. You can have PC's run around on the same battlefield as companies, and make a difference...