this is a re-creation of the xcom engine. we're here to imitate, not to innovate. the firing/accuracy model MUST be accurate to vanilla, or we're missing the whole point.
i appreciate all the weird and wonderful things you guys want to do with it, really i do. if you want to alter the deeper mechanics of the game, please do. there's nothing to stop anyone from doing so, apart from dealing with C++, and the openxcom codebase is written in such a way that it's actually easy to mess around with. hell, i cut my teeth on C++ by creating my own codebase and mod so that i could do all the crazy things i could come up with. it was fun, and a good learning experience for me. i realize that not all of you are coders, so this may seem somewhat unfair, but i'd remind you that yankes is working on an "extended" version of the engine where he IS doing features by request, so maybe talk to him? (and maybe buy him a beer)
but when it comes to the master branch... there's only one major goal in mind: make xcom. openxcom is all about recreating the original, warts and all. the accuracy model isn't a bug we can fix, it's a well defined mechanic, and it's really not the responsibility of the project to be the "swiss army knife" of tactical turn based games. it's highly specialized. it's impossible to cater to you each individually, as you all want different things, and by trying to incorporate more and more features and options, we end up with a quagmire of code that's difficult to navigate and work with (see the "range-based accuracy" fiasco).
and i don't mean this to come across with any bile, i fully endorse the "a la carte" philosophy, and think it's really the best way to acheive exactly what you want, exactly how you want it.