Our thinking was that it was an efficient use of cast resources to avoid having to have a "GunsCom" to designate each weapon as it comes out, and just allow people to pick up the skills that allow them to use the weapon they want with its particular features
your rules to where you don't need it. Adding more complexity does not accomplish this, it adds confusion and it's folly to think that it won't inevitably break with the increasingly creative output of hasbro.
features that we feel give a real game play advantage that should have a point cost associated with it in some form.
Or you can accept that for the most part there's not a huge amount of advantage to be gained in this system between guns, there are a few high performance platforms and the rest just aren't. The deciding factor is almost universally other game skills
In most cases, as Ryan points out, this significantly reduces your CP cost to become proficient with your particular weapon(s) of choice, while making being universally competent with all Guns the same investiture of CP, not unlike how it takes training to become competent with a wide variety of weaponry in the real world, and can be a point of pride for a Guns-focused individual.
That seems like an extremely thin case to hang your argument on. You want to know how you demonstrate competence in game with a weapon? Shooting skills. Any schmuck can pick up a gun, aim it down range and pull a trigger. Pretending that being able to operate a gun is equivalent to being competent and effective doing so just doesn't line up.
We've also made it less of a problem to pick up these skills as we have them supporting your Combat Theory Level, so they are not a point dump in the same way they have been for non-Gimels.
How so? That you get some combat theory is pretty irrelevant to most people as without the genius/tech/eng to actually use
it it's a waste of the paper the skills are printed on. I've had combat theory for most of FI2 and never once used any of it.
My preference is by far BP's suggestion:
Guns 1: 20 CP - You can use any nerf blaster without a clip/belt/magazine.
Guns 2: 20 CP - You can use any nerf blaster with a clip/belt/magazine.