It seems to me (from a purely gaming perspective) that it is better to design the system with a (not too complex) level of granularity, as that is the approach that requires more thought on the part of rules-developers. I'd rather have the effort put into a more specialized system that works decently, since that takes more effort and/or play-testing to do well.
The minimalist approach described by others up-thread is easy enough for anyone to house-rule, if that suits their play style better, and frankly doesn't really require the efforts of a game-designer or play-tester to work through.
(As a side note, based on the various opinion camps in this thread, it seems that there is an implicit/sub-conscious argument being made for some form of the CT/MT skill 'Combat Rifleman".)
The minimalist approach described by others up-thread is easy enough for anyone to house-rule, if that suits their play style better, and frankly doesn't really require the efforts of a game-designer or play-tester to work through.
(As a side note, based on the various opinion camps in this thread, it seems that there is an implicit/sub-conscious argument being made for some form of the CT/MT skill 'Combat Rifleman".)