Really these sound like roleplaying quirks, not flaws.
However, if you feel differently, a Flaw in nWoD gives you 1 extra XP at the end of the session IF (AND ONLY IF) the ST believes that your fly seriously hampered you in the game (and you roleplayed it out well).
If you kick the crap out of some gun-toting mook with your fists, that's not really cause for getting extra XP due to your flaw ("but I didn't use a gun!" you say). However, walking into the middle of a prolonged and high bullet-count firefight and being pinned down, necessitating that you take serious risks to life and limb by bolting from cover to cover and helping your allies across the killing field, all the while not being able to return a volley of suppression fire...that could lead to some extra XP (and even then, it COULD...not HAS TO or SHOULD...depends on how difficult and harrowing it was in the story).
That would be my call.
In oWoD, you could definitely take a look at the Pacifist flaw...I believe it was 3 points...? Take a lesser version -- maybe 1 point -- that allows you to fight in other ways, but if you were to use a Firearm, you'd immediately call for a Degeneration roll of your Humanity, or maybe you'd automatically dump some Willpower, or temporarily gain a derangement (perhaps if you touch a gun, you're character just goes Berserk and starts shooting everyone, friend or foe). Again, it should be considerably less points than Pacifist though, because there are so many other options still open to you: does Firearms include bows, crossbows, slings? Blowguns? Why do you use those weapons and not a gun? If you punch someone to death, is that not the same as shooting them to death?
Define your boundaries and go from there.