I still think that some weapons should have multiple effective ranges, as it adds another way to distinguish them from each other. Maybe not all assault rifles, but have some special ones that are good in multiple ranges.
In the original draft, stuff that had Autofire 3 would gain 3d20 and 3[DS] just for spending a single reload. The change is that you have to spend 1 Reload per extra d20/[DS], and that the firing mode of a weapon determines how many reloads can be spent at once.
So you're saying that each reload you spend on autofire would add +1 Spread? I like that idea well enough, but it could result in lots of extra hit locations being rolled. Still, it's not likely to happen THAT often. Honestly, I like the idea of spending reloads to increase Spread quite a bit. Or you could even differentiate further and say that spending 3 reloads gives a weapon Blast and Spread 1, to reflect the realistic use for full auto (clearing out a room).
That would still require something special for munitions weapons, though. As it stands, the issues are that 1) it makes sense to track individual rockets and individual hand grenades, 2) it makes less sense to track individual launcher grenades when grenade launchers can hold a dozen at once, and 3) it could unbalance the game to allow someone to have infinite grenades. Probably the simplest solution to that if using the above rules for autofire would be to have each Munition weapon list a value beside it and allow the player to ignore encumbrance of munitions loaded into that weapon up to the listed value. So the value may range from 1 for small pistol launchers to 12 for the huge drum fed launchers. That way you prevent players from having infinite ammo, but allow them to carry the amount of grenades/rockets depicted in the actual art without crippling themselves.
I am still somewhat concerned that the difficulty system isn't granular enough--you go from "way too damn easy" (DC 1) to "way too damn hard" (DC3+) really fast. However, maybe that can be countered by liberal use of DSPs by the players, I don't know. I wish there was an interim step--a more detail-oriented modifier system, perhaps that affected your actual effective skill (Attribute+Focus). I can always make one though!
My concern is that I can't figure out how it makes sense to use 3 full "Reloads" to make a longer burst attack.
Second, it prevents the problem the old World of Darkness had where it had variable target difficulties and variable success requirements and writers and GMs who had no idea how much they affected probability. Restricting the GM/Talents to only reduce or increase difficulty is a good way to keep everyone on the same page.
bunch of stuff on ammo
why not just track ammo?
1) Because magazines hold large amounts of bullets and you end up either piddling away at a massive magazine, or having to do multiple digit subtraction or other complicated math. It's also hard to visually represent a magazine with 36 bullets in it.
2) Because tracking ammo is typically a lot of work for an anticlimactic result. You track a bunch of individual bullets that don't mean that much so that you can eventually spend a simple action to completely refill the gun. I think that's the reason why most players tend to ignore ammo rules in games, because they end up rarely coming up and have a pretty minor effect.
So you have the nice thing where it's pretty easy to have ammo issues come up AND there's an actual reward for spending ammo and tracking it.
But doesn't that depend on how much ammo we're talking about? I agree COMPLETELY with you regarding your typical 30ish round assault rifle or submachinegun magazine. I really do, no joke. But that argument works less and less well the more each shot counts--a revolver with six shots, a shotgun with 5 shells, a rocket launcher with 2 rockets, an underbarrel grenade launcher...a large caliber pistol doing big damage vs. a small caliber pistol doing smaller damage but firing faster, etc etc.
As for (2), that's very interesting to me and I, again, don't necessarily disagree. There is a big discussion on the GURPS forums about this same issue, actually, and that game DOES track every bullet. The issue seems to be one of context--if you have "enough bullets," then reloading really only matters as something to slow you down in a fight. If you DON'T have "enough bullets," then tracking shots MATTERS, dramatically. An example is if you get dropped off in the jungle and have to hike 4 days with only 3 magazines of ammo. Another example is "street clothes" where you may have only 1 reload for a pistol--then individual shots CAN matter. Does it matter if you are a fully kitted out soldier with 10 reloads for each gun? Probably not as much.
Anyway, another thing to consider is "does the game system reward use of ammo?" In the original MC, it largely did because one shot was unlikely to severely slow down your opponents unless it hit the head or something. You had to do Full Auto All The Time to bring down certain types of foes anyway. One of the "schticks" of MC is blowing through a lot of ammo, but it worked. In GURPS, you often have no need of it because the simulationist nature of the game makes shot placement with single shots quite effective (though full auto is ALSO very effective).
Will come back to respond later, but what about the issue of the Ammo (Quality) weapon quality? That drives me nuts. And what if I want to load AP rounds in a Bolter? This was specifically allowed in MC1/2, it's specifically possible in real life, and there is no way that sacrificing that ability "for abstraction" is worth it to me. How would you deal with that?
Just deal with it the same way it is in the current rules. Special ammo is more expensive to buy and when you spend a reload it gains the extra qualities. It's unclear if this is in addition to the normal benefits of spending a reload or if it gains those benefits cumulatively for each reload spent at once. Seems like it would be simple enough to just add special ammo that can be used in other guns that gains its qualities when a reload is spent. I don't really mind that as not being very realistic.
So the basic idea of the ammo system in this game is pretty sound. You reduce the numbers so that tracked ammunition becomes much more important. You also create special benefits or punishments based around using up ammunition. When those don't occur, you basically just ignore ammunition.