There is a huge disparity between how recoil acts between first and third person mode in this game. In first person your entire gun will shake and jolt like crazy, throwing its sights all over the screen, making it nearly impossible to fire rapidly. Some guns like the minigun don't even have sights on them, and aiming with them in first person is actually more difficult than simply using hip fire. On the other hand, if you aim down sights in third person your crosshairs become a small dot on the screen that only jumps by a few millimeters when you pull the trigger, and is extremely accurate. In third person you can easily dump buckets of lead into a raiders head from a mile away while in first person you'd be waiting for the sights to settle after every single shot.
This is simply broken. Especially the first person mode is just not implemented well, because in a really good shooter it's not the sights that should get moved by recoil, but your entire screen. When you play something like Battlefield or Planetside 2 or any of these kinds of shooters it's very important to note that while recoil simulation is a huge part of those games, the sights of your gun always stay absolutely dead center when your gun recoils, it's your view direction that gets nudged up or down. The recoil animation for the gun goes straight back toward your screen, so that the sights may momentarily become a little bigger, but they never jump up and completely off the center of the screen.
It's a bit odd to me that nobody at Bethesda realized that they were implementing weapon recoil in first person in a way that is completely contrary to well established best practice from oodles of first person shooters.