Sure. Something along these lines was tried back in the EotE beta days. The downside is that it made melee much more difficult over ranged combat. Which then caused people to avoid melee in favor of range. Why waste going into melee when you could just stay back and blast with better odds? This was the reason the designers went with the base 2 purple for melee and leave skill to be represented by talents and such.
Wouldn't that only be true if we're talking about a skilled melee opponent, though?
I mean, basically what you're doing by going melee in that kind of system is trading ranged ability for the ability to defend yourself against other melee. If everyone is ranged, then there's no functional difference for you; you're facing the same difficulty as always. And if you DO come across a skilled melee fighter, you've helped ensure your own survival AND given yourself an epic duel to boot. What's not to love?
If I have a choice of attacking a Brawn 3 with guns or hand to hand, even if I'm great in hand to hand why would I want to roll three purple if I can just roll one from short range shooting? Why would anyone choose to get into hand to hand? The problem is no one will want to engage in hand to hand with anyone, it makes even more sense than it already does to stay out of hand to hand and just shoot them.
Well, first off, if he ended his turn in short range of you, he done f-ed up. More likely is that he'll go cover to cover to end in engaged. Suddenly, now you're looking at a red die, more if the GM flips a destiny point or you're using something heavy. Suddenly, the difference between shooting and melee is a lot slimmer, AND you're much more open to HIS melee should he choose to use that 3 brawn.
It also takes the minion groups that have Brawl or Melee and turns them into super Nemeses.
It doesn't give them any more hitting power than before, AND it works both ways: your melee means that you won't just KO'd by a melee mob.
Really, Ranged has the advantage of being able to do lots of damage, have autofire, and have fairly low difficulties. Letting high melee skills act help in melee defense (which is really only common sense) allows players to specialize without feeling like they're crippling themselves. And the few times they meet an enemy with a similarly high skill, you might as well fire up Duel of the Fates, because it just got real.
Wasn't referring to hitting power, was referring to the fact you'll have round after round where no one hits each other. Melee combat will take forever, and regardless of anything else, just stepping back and shooting will always be better, as well as, faster.