That’s “atmosphere”, not “immersion”, they’re different things. A good example of this is a bindle. IRL if you need to carry a bunch of stuff, and you have a tshirt handy, you can make a little bag out of it. Not having this in the game really bothered quite a few people, because it’s something they’d expect to be able to do in the scenario of the game that the game didn’t allow them to do. Once you have dedicated storage items, bindles become obsolete. Quite a lot of the “useless” items fall into this category, where they are only situationally useful.
Also, there are some truly useless items, so what? Look through your own house, there are bound to be a huge number of items that would be “useless” in the cataclysm, why should all of those items be deleted on that basis?
You’re leaving out the fact that it’s potentially cheaper and safer to practice with a bow, due to noise level and absolute scarcity of ammunition. You can make arrows, but modern gun ammunition can only be found. Also you have to factor in the use case when evaluating how difficult something is to learn to use. The difficulty of using a bow is based on being able to do something “useful” with it. In reality this is either hunting, in which case you need to be able to make a kill shot against a very wary and fast opponent who will run away as soon as you give away your presence, or military, in which case you have to kill the other similarly-equipped guy before he kills you. Both of these use cases require an extremely high degree of accuracy. In the game on the other hand, you have a relatively slow-moving target that steadily advances toward you, and you need to pincushion them with arrows before they reach you. This is a totally different use case, and the level of skill required for a bow to be useful is much lower.
I completely disagree with this as a rule. The core design principle I’m following is to base properties of items on reality when they exist in reality. If there ends up being a significant imbalance, such that there is one obvious approach that is superior to all others, then I prefer to either adjust the unreal aspects of the game, for which realism obvious doesn’t apply, or examine what we are and are not modelling in the game to see if the disparity is due to us having missed something.
For example, right now ranged weapons of all kinds are pretty superior to most melee weapons. What I’m doing is adding a mechanic that makes the player spend time to aim with ranged weapons, which better reflects reality AND enhances game balance.
Now you’re getting into a discussion about relative balance between classes of items, which is completely different from what you started with, which is that imbalances in variety are inherently bad, are you abandoning that argument?
I’ll be taking a look at effective ranges for various ranged weapons shortly, they’re quite likely out of whack, because I doubt they have ever been looked at as a whole.
What’s the alternative, artificially make all weapons comparable in effectiveness? Within the guns category, I find myself frequently shifting my loadout based on scarcity of ammunition, so I really don’t see “one best gun” happening. Also there’s a specific problem that’s been noted, which is that a lot of guns shat should be really rare are not all that rare, so access to some of the best guns available is too good.
In conclusion, there are various balance issues the game suffers from, but in my opinion they are simple “lack of balance” in various categories rather than a symptom of “item bloat”, and I still haven’t seen an argument for why having a large variety of items is a bad thing.