But that’s slings again. We should be sticking to manual throws, object in hand, and staying away from bow and sling comparisons. Apologies for my part in perpetuating that tangent. 
See no basis for this whatsoever. Unassisted throws don’t work like this. Practice assists accuracy and distance. We have a more rational view of it in code already:
{
"type": "skill",
"ident": "throw",
"name": "throwing",
"description": "Your skill in throwing objects over a distance. Skill increases accuracy, and at higher levels, the range of a throw.",
"tags": [ "combat_skill" ]
}
Strength is the energy available to put into accelerating the mass. Acceleration of the mass over distance is what must decide the impact if it hits. Throwing generic items trains the throwing skill, but that doesn’t affect much of what happens on a hit.
Slings, on the other hand… 
Modifiers are already in; just don’t have a reason to apply them yet. Throwing is OP as-is.
We need generic object throwing to be nerf-fixed, so that skilled throwing (objects and weapons) becomes meaningful.
If we’re modeling the top end of generic objects on professional baseball, maybe we should trust “kinetic force of rock sling” for this one. At least use the method, if not the claims.
More generally, for all throwing, that isn’t the point of it being in play. Throwing is not supposed to be a competitor to all other options. In fact, throwing should be one of the least desirable ballistic choices. It’s a last resort, or what you’re already good at.
Simply not true. Especially for CDDA zombies. Ever wonder why your NPC buddy is so neurotic about pulping corpses?
Archery, bashing, cutting, dodge, gun, launcher, melee, pistol, rifle, shotgun, smg, stabbing, throw, traps, unarmed.
When a generic skill is found too generic, we branch it. Already happened to guns. Javelin, tomahawk, throwing knife, sling. These are clearly distinct skills that share little with each other. Nor are they significantly similar to throwing a baseball or refrigerator.
Tomahawk features melee and throwing techniques which are clearly trainable and worth specialization.
That’s why throwing is OP. It’s trying to be too many things and isn’t internally consistent.
Throwing weapons are very practical. They’re primitive, so you don’t have to scavenge them. They’re multipurpose and worthy backup. There are modern innovations worth scavenging for.