My revisions are all complete. I'm considering getting rid of all ammunition types except for normal, "non-lethal" (gel rounds, etc.), and "high velocity" (the latter stolen from Ghost in the Shell). This would allow me to cut out a bunch of additional rules/fiddly-ness regarding HE, AP, dum-dums, ballistic armor, etc., etc.
Or as Luke put it in last week's game (when asked, 'what kind of ammo did you buy for your sniper rifle?'):
"I bought the correct type of ammo for this kind of job."
Enough said, right? Hell, I've got a dozen types of grenades and explosive devices anyway...do I need half a dozen different ammo types?
Now granted, I don't have a list of magic items and potions in the game, so I don't mind taking up more pages with an extended equipment list (compared to, say, B/X). However, to paraphrase D30's comment in my last post, magic potions change how you think about approaching the game...different ammo types are just exercises in granularity that beg for min-maxing data crunching that this game is NOT supposed to be about.
Goddamnit...I'm doing it. It'll cut half a page (or more) of text, but I can always use the space for an extra illustration.
I should probably get rid of f'ing "sliver guns," too...if you want a concealable firearm that shoots a spread of fire, saw-off that shotgun, pal.
Cuts, cuts, cuts...it's not like I couldn't do a Weapons Compendium sourcebook or something later. Sheesh...that's just MORE money in the bank!