I never said by battles were small, hell the gauntlet through the hospital and motel during the Reilly's Rangers quest isn't small, and it still wasn't noticeable there.
Also, as I see I missed this point before the difference between repair, and ammo/HP, is that they suffer from the exact opposite problem.
-HP generally decays at a reasonable and balanced level. There's basically no way to get one shot, and there's nothing, besides a joke weapon like the Chinese pistol, that can do so little damage to not matter. On top of that, things like mines, grenades, and other such items are generally scaled to reasonable levels above normal ammo, but not so OP that they are a massive problem.
-Ammo is basically the same as HP, guns do a reasonable, and generally balanced, amount of damaged based on rarity and type.
The problem with HP and ammo is that stimpacks and more ammo are too commonplace, which is a problem I think should be fixed. However, a player can choose to ignore this problem simply by choosing not carrying 200+ stimpacks, and 50million+ ammo.
Repair on the other hand has the exact opposite problem. Most items repair rates aren't set to a balanced level, resulting in them decaying too fast or too slow, making them either underpowered or overpowered. Whats more, one cannot simply ignore repair's problems, you can't just chose to not carry an item that needs to be repaired. The player is forced to suffer through a terribly unbalanced system, and is thus forced to constantly either repair their weapons in the field, or go to a merchant. The game devs seemingly realized this however, which is why replacement guns, repair merchants, and weapon repair kits, are so easily obtainable, not to mention the "Jury Rigging" perk, which was nothing more then Obsidian going "we know this system doesn't work, so here is an easy way out", but those don't really solve the problem of "repair is broken", and one cannot simply fix repair by lowering the numbers of things to repair with, as the problem isn't there.
While I do believe that there are too many stims, and too much ammo in the game world, and that they should be reduced by about half, those don't bother me much, because its ultimately the player's choice to make those systems unbalanced or not. Repair is not a player choice, and it is unbalanced, and thus, a different situation entirely.