On the 'what damage you did to the target' subject, we do really have more information than is realistic.
I agree but only in terms of precision. Knowing the difference between 33 and 36 damage is quite the precise estimate, especially since both are gonna be up to 200% of that anyway. We know the difference between a 9mm, .357mag, and .50ae and what they can do, and calibers like 5.56mm, .308, and .338 - we know what kinds of vests they will bust and have given them ratings. A damage number really is alot more specific than "Level III capable, 96% one shot stop capability"
The FO4 laser musket could be emulated with just a couple tweaks to the system as it is. Maximum shot count per turn which isn't implicitly or rigidly dictated by the TU cost.
ConfSnap:
MaxShots: 1 #only allows this many shots per turn regardless of available resources
Would work good to balance some other items so they cant be abused, energy weapons that are so strong they need to actually cool down or recharge between shots (MP lascannon and rail driver come to mind).
Also something still needs to be implemented to make it possible to retain an item that has a clipsize but no ammo. Using the Expendable property might be a dirty fix for that (expendable: false, weapon runs out of ammo and it doesnt disappear).
Though I think Dioxine would much rather have a
MutatesIntoOnOverkill,
MutatesIntoOnDeath properties. Changes the item into the indicated item given the condition
* Precious fabrige eggs that becomes damaged goods if they take even a lick of damage, but if overkilled/totally destroyed turns into an invisible item that spawns a base hunting mission against you ("goblin zaxx is angry").
* Mission with a bunch of fragile stasis capsules holding chryssalids, and when you destroy (but not overkill) the capsule it turns into the chryssalid setting it loose [more likely a underwater artifact site with a bunch of stasis capsules holding tentaculats, which are set loose if they're broken].
* When an item is used up it enters death state, which can turn it into a broken or discharged version that can be fixed/recharged back at the workshop. Or likewise it could be an unstable nuclear energy weapon and when it gets used too many times it becomes a timebomb and overloads.