Removal of impossible gun mods

I’d argue that the craftable rail/coilguns or the pneumatic bolt driver is roughly on par, but it’d probably be more useful to just say that we already have the gun itself and all the working parts, seems like making it slide back and forth shouldn’t be that difficult. Even if it was just a makeshift dealio, you wouldn’t have too hard a time setting up some springs and extra space and whatnot.

Perhaps it would be too much for a gun mod, but perhaps a full conversion for a Browning or something so you could have a .50 cal handheld automatic weapon, even if it is badly inaccurate. Y’know, for kids! (and mutant cyborgs)

I’m not sure how to feel about the belt feed adapter myself since it seems like useful gear for endgame, but I also would really like to see the LMGs actually being worth using, since most of them can be totally outperformed by a belt fed rifle of equivalent caliber. Maybe keep it in, but have it reduce the reliability of the gun by like half, since it’s makeshift. Or make it findable only.
I might even just make a “Real Gunsmithing” mod at some point that just adds a bunch of semi-realistic gun mods that do awesome crap. For that matter, what does the gunsmith kit actually consist of, considering what we can and can’t make with it?

Perhaps we need to do a little more work on guns to make them actually different, since it’s currently pretty much a game of “X has 1 more range, but Y holds an extra bullet…” But that’s an idea for after we get gun damage/accuracy worked out.