Hmmm...I don't know. There's something to be said for taking an "underdog" weapon (stub revolver, laspistol, etc.) and still being a complete badass with it, certainly, but I don't know that you need a reward for it (i.e. weapon specific talents or the like). Sure you can take a more powerful gun and be better, but who's going to have the better reputation? The guy who takes down all comers with a poxy laspistol or the guy that "needs" a bolter? Introducing a "reward" for less powerful equipment runs counter to the whole "I'm amazing 'cos I only use crappy gear and still win" reputation thing and also limits or pigeon-holes characters into only using the weapon they've specialised in.
But the point is that the bad@$$ with crappy equipment usually won't win. The mechanics of combat in the game are set up to strongly favor the better weapon; laspistol-armed 'expert gunslinger' Kal Jericho will almost certainly get blown away by a 'green rookie' armed with a dumdum-loaded autogun...
I think there are narrative benefits to choosing different weapons, though, one of which I've already alluded to in the previous post.
True, but they don't really outweigh the fact that your character dies if they lose a combat, and the system predicates victory in combat largely (primarily?) on having better weapons. Check of proof: how well does the system curtain 'powergaming' now , with those 'narrative benefits' firmly in place? Answer: not at all; the raw system strongly encourages powergaming, and responsibility for curtailing it is fobbed off entirely on the GM, with zero support within the system (okay, I guess I can't say 'zero' since the addition of Subtlety, but still...).
The lesson of D&D is that math bonuses (or fixes, depending on how you look at it) are boring and that narrative control (in D&D, magic) is interesting. To make use of this lesson, a game should have equipment choices that have different narrative impacts, rather than a mathematical tier with clear best and worst choices.
That's an interesting point. I'm all for reducing the math; what are some game systems that follow that approach to equipment (especially weapons)?