I only played a little of NV and spent most of my time with FO3, but this is an attempt to marry those systems a bit, and make the Gun skills a bit different by making them affect more than damage and spread (spread on FO3 looked especially bad because the gun stays stationary but the bullets will fly completely randomly).
Skill Changes
In NV, Big Guns was removed for Survival, so you had Guns and Energy Weapons. I would instead bring back Big Guns and drop Energy Weapons by merging it into Small Guns and Big Guns. To me it makes more sense to have Small Guns and Big Guns because a Minigun is vastly different to use than a 10mm pistol, but a 10mm pistol would be similar in aiming and firing to an energy pistol, except for recoil. I would also push a select few guns from Small Guns/Energy Weapons into Big Guns, namely the Sniper Rifle and any large Energy Weapons. The main reason to push the Sniper Rifle into Big Guns would be to give it a .50 round instead of a .308. Make it hard to use but give it a powerful punch. And because the regular Hunting Rifle is already really useful as a Small Gun.
Aiming
Of course you will be able to shoot from the hip and of course you can aim down sights. This just makes sense. It makes aiming not awful like in Fallout 3, where you either use VATS or you mash the fire button until it dies, wasting ammo. And it still enables you to pump a Ghoul full of lead when it jumps out from around a corner. However, I think the Gun skills can have more play in this than in previous games. In previous games the skill basically influenced damage and sway/spread, and that is fine. But I would put a little more into this.
The main things I would have the Gun skills influence are:
- Weapon Sway - Similar to the previous games, this would affect weapon sway in all situations. Hip fire and ADS, when standing still, crouching, prone (maybe?), walking, and running. Depending on the way you are aiming and moving, your weapon sways more. This means less accuracy. High levels in the appropriate Gun skill reduces this effect.
By the way, I'm talking excessive sway at lower levels. Levels 1-25 would be akin to a 9 year old trying to aim a gun on their own for the first time (don't give 9 year olds guns to see a comparison). 25-50 would slowly build to the sway you would see from an amateur but competent gun user. 50-75 you would be at skill levels you would expect of an experienced hunter or someone with extensive training. Once you approach level 100, the gun will hardly sway. You're basically at Rambo levels of steady with a gun.
- Recoil - This ties in to Weapon Sway. Not a lot to say here other than low levels means a lot of recoil, taking longer to line up shots. This could tie in to the caliber of the bullet fired, where a .44 will have a higher recoil compared to a lower caliber, and could even out at higher levels in the Gun skill for that weapon. The exception for this would be some Energy Weapons, depending on the type of shot.
- Accuracy (VATS) - This would basically not change. More skill = better hit chance. The only thing I would change is make so there are diminishing returns on repeat shots to simulate recoil reducing accuracy on successive shots. As with Recoil, this gets lower at higher skills.
- Reload Speed - Reloading a weapon (especially when you have to load individual rounds) can be a pain, especially if you are not good at it. Lower Gun skills could result in a slower reload speed overall, with a chance to screw up the reload animation, which would just be a secondary animation that is slower. Little things like attempting to put a handgun magazine in backwards, jamming your thumb when reloading a shotgun, etc.
- Damage and Critical Hit - If anything I think this should be fully determined by weapon used and where you hit. Being skilled in handguns and shooting someone in the leg in the same place, with the same gun, from the same distance, would not do more damage than if it was done by an unskilled person. Make the Gun skills affect your actual ability to shoot guns well, instead of somehow making bullets do more damage. Although I would be okay if it still did this.
Weapon Modifications
Of course these are in. Suppressors, scopes, you name it. You can find them, buy them, craft them (some anyways, like you can tape two magazines together for increased reload speed).
I think that is about it, but I could have sworn I had a whole other section I cannot remember. I just want an amateur with guns to feel like an amateur. It bugged me that in FO3 I only ever played with a BB Gun as a kid, yet as soon as I get a handgun I'm shooting like Wyatt Earp in his prime.