Bumping to the top since the CK is out and this has aspects that I'm looking for. (Maybe they already exist, but I can't find them.) I am primarily after damage/health mods. Like Alstrekalov said about tying damage to caliber. All damages of the same caliber should be the same. The only thing that would change that would be barrel mods, since bullets are affected by velocity, and the velocity is gained (or lost) by a longer or shorter barrel. The other thing I also agreed with is to get rid of damage boosts for perks. Replacing them with accuracy, ADS, recoil control, etc. Another thing I'd love to see is a set, base health for everything. Doesn't matter if your character is level 1 or 100, they always have the same health. Same for enemies too. The only time their health is "different" is when it's a tougher variant (Super Mutant, compared to Super Mutant Master.) and even then, I don't see there being a huge health jump. Armor (and type) would come into play more than anything. IRL, you can shoot a normal person in the head with a single pistol round and the biggest majority of the time, it will kill them. Give them a kevlar/soft metal helmet and it'll slow the bullet down, saving their life (but they bullet may still hurt.) Pistol round vs hard steel? It'll ping off and the person shot will just feel the impact. But then you jump to to a 5.56 or .308, and it'll likely go through all soft armor except hardened armor (and even at close range, 5.56 has a chance to penetrate). .50 caliber? It'll probably 1-shot most anything with a good headshot. even a deathclaw or Super Mutant Behemoth. So how would you balance that? Simple: ammo availability. TL;DR: nothing is leveled, everything is more skill or armor stat based. Stronger weapons are rare and ammo equally rare.