Now that we know all the perks, I'm disappointed that I can't build a character specifically for energy weapons, or firearms. It's silly that, say, if I build a sniper and want to use revolvers as backup, I have to perk gunslinger on top of rifleman. This is a hard sell, due to the low return on investment. It hurts variety in how you engage in combat (ie. you're more likely to focus on a single weapon type and use that throughout the whole game instead of mix and matching between single-shot, semi-auto, full auto weapons and pistols depending on the circumstance). To me, Small Guns and Energy Weapons made a hell of a lot more sense, since anyone that has learned to operate and maintain a rifle will know his way around a pistol as well, but not a laser rifle which works in a radically different way.
I can understand why this was done, however. It addresses the issue of the scarcity of energy weapons and microfusion cells in relation to conventional firearms in the early game (a perennial fallout problem), but the cost I feel was too steep. A better solution would have been something similar to what NV did, which is the early introduction of a relatively weak but reliable self-charging energy weapon (laser musket would have been perfect for this).
My 2 caps.