Gun damage is based on the condition and the type of gun in real life, correct? So why would how well you can handle a gun increase damage?
Because this is not real life . . . and FO3 is not supposed to be a FPS . . . it is a RPG, and one of the main features of a RPG is that your skills determine how effective you are in the game.
'Mooguy, you wrote a few posts back that you were trying to roleplay and wondered if I had any suggestions. I have a ton, but I don't even know where to begin. You might want to follow the link in my sig to my website . . . there's a bunch of stuff there . . . from Morrowind, Oblivion, and Fallout 3.
In nearly every RPG,you start out with low skills and your skills improve as you play the game (when you level up, when you read skill books, as you collect Bobbleheads, and as gain perks). In FO3 (the default, non-modded game), skills are not really all that important, because they really don't alter your gameplay all that much. One of the main goals of my mod is to make stats and skills a much greater factor. For instance, increasing your Small Guns skill from 10 to 50 only results in a 50% DAM increase in the default game (with my Realism Tweaks, you'll be able to inflict more than twice as much damage with a small gun, when you have a skill of 50).
One of the big complaints of the default game was that it took way too many shots to kill someone, and I tend to agree, so I've tried to correct that. In the earlier versions I did so mostly by increasing the weapon damage globally by using a 2.5 multiplier, and by doubling the damage with headshots. And that worked ok, except that it really nerfed the weapon skills (like the Small Guns skill) . . . basically there was little reason to improve your SG skills when you could kill any thing with one or two head shots. So around version 4.0, I figured out a better way to do this: Instead of increasing weapon damage globally, I now do it mostly though the actor's weapon skill (although weapon condition is still factored in). Plus my mod also inflicts way more penalties on your accuracy (when a weapon is not in good condition, when you are not crouching, when you are walking or running while firing, and when your arms are crippled).
Even though my mod bases damage heavily on skill (and on the specific weapon you are using), you'll still be able to kill someone when your weapon skills are low. For instance, with a Small Gun skill of just 10, a bullet will do 1.5 times more DAM than in the default game at the same skill level (fired from the same weapon). But as your weapon skill improves, your accuracy will improve and the damage per shot will get much higher.
You have to understand that FO3 only calculates damage on entire body parts (for a human; just each arm, each leg, the torso, and the head. There's no difference between hitting a shoulder or hitting the heart . . . both shots just count as a torso hit. The same is true with head shots, wounding a person by nicking an ear does exactly the same damage as shooting them between their eyes . . . both count as head shots. So it sort of makes sense that a person with higher weapon skills will be able to do more damage, because they will be able to hit their target in the most vulnerable spots (as in between the eyes, instead of just nicking an ear).