This is a nice breakdown of the problem, and I really appreciate it, but I'm missing the most important info: what exactly is wrong with the current state? You imply that it's bad that "using default bullets could demolish in 2-3 auto bursts an enemy wearing Power Suit", but I honestly can't see why. These rifles can pierce a hole in an armoured vehicle, so why not a human armour? Even if it's made of super alloys.
I'm just unsure if the current model is wrong. (And there are Chuckebaby's and Stone Lake's arguments to consider as well.)
I am not enthusiastic about going through all weapons in the mod - not because I don't like the work itself, but because I'm not sure what approximation would be "best". I'll ask other modders.
The rifle in question has a base damage of 25. It's woefully insufficient to pierce any reasonable hole in a decent armor. The reason behind its ability to pierce vehicle armor could be explained perhaps by the fact that it may target a fuel tank, etc.. In general, a good design (a more tank-like) of a vehicle should preclude such possibility, and thus M.A.G.M.A. tank should be impervious to the Black-Ops sniper rifles, or even assault cannons. Even a M.A.G.M.A. heavy cannon should find it challenging to make a real damage to a M.A.G.M.A. tank.
The current state of affairs is problematic, because in practice a pretty low-power weapon could destroy tank-level targets. The shock troopers are like fallout-2 walking tanks.
One change to the definitions that I tried, which is also quite unobtrusive, is to change the damage spread to 50-150%, by using
RandomType: 2.
I also experimented with changing
ArmorEffectiveness of small arms, but the problem that I encountered was that commando / supersoldier type of target become pratically impervious to these smaller sniper weapons. Since those are not full-body-enclosure type of armors, they should be vulnerable to headshots, and especially to sniper fire. So, in general thus it makes more sense to give the better resistance to power armors than to increase any armor inefficiency for smaller weapons.
Now, the only caveat with setting higher kinetic resistance on power suits is the issue of their susceptibility to gauss weapons fire. There are two possible approaches here. On the on hand, Gauss weapons might have higher armor penetration, by having e.g.
ArmorEffectiveness: 0.75. On the other hand, the
RandomType: 7 looks like being more than enough to defeat any power suit, especially if it's a heavy gauss or a gauss sniper rifle. Given that power suits are made of TT, I think the best approach would be to rely on a
RandomType with gauss weapons that gives them higher damage potential, and to increase the suit's kinetic resistance to the value of e.g. 0.8 or 0.85.
I also found that changing melee weapons by setting
ArmorEffectiveness: 2.0 and
RandomType: 2 works very well. They do not prevent a truly skilled supersoldier from inflicting very serious damage, while prevent the situations that look very unreal (like noobs piercing through TT tactical suit with an axe).