Yeah, while this didn't bother me as much as the 1 second rounds, its probably the most extreme case of skill splitting I've ever hit in a game. I sometimes think some other games go too far in the other direction (even for action-adventure campaigns, I'm a bit bothered when there's no difference between Driving a car and a motorcycle), but as has been sometimes pointed out, not only does a large number of skills require a large number of points to properly cover some backgrounds, its always at the risk of leaving something out you might need but didn't think of. The Hero System arguably goes too far in this regard, but GURPS is significantly worse.
My preference is for something like the Troubleshooters, with a fairly compact skill list (I think Troubleshooters clocks in at about 30, and that includes things like Strength and Agility that would be attributes in other games) and with Abilities (sort of like feats) that can provide nuance in specific situations. That's also nice because it makes complexity be a thing players buy into rather than something forced. You don't
need the Lock-picker ability to pick a lock, it just makes it easier than just having the Prestidigitation skill.
Well, that's a problem with almost all games with strong contribution to skills from attributes. Its just more visible in GURPS because of the fact everything has progressive rather than linear costs (something I like in principal, but...)
It's also more visible in GURPS because almost all skills are based off DX or IQ (or something that works off them, like Will or Perception). As a counterexample, Star Wars: Edge of the Empire has 33 skills, spread between Brawn (4), Agility (7), Intellect (10), Cunning (5), Willpower (3), and Presence (4). The equivalent of DX and IQ still carry a lot of weight, but nowhere near to the degree they do in GURPS.
Well, that's the sort of thing that is only really a problem because you don't do it enough. Aftermath did something pretty similar there, but the guy who used home-made concussion grenades after a couple times got it down to the point it wasn't usually time consuming unless there were a bunch of different targets at vastly different distances from the grenade; same (to a lesser degree) with Hero Explosions. The usual problem is when you have this sort of mechanic that only comes up occasionally, because every time it comes up everyone will likely have forgotten from the last time. It is, however, an intrinsic problem with specific mechanics with game systems that care about the details though; so it comes down to, again, whether the details matter to you (they don't to a lot of people).
You still need to make a whole bunch of rolls for every grenade though:
- Hitting the target area in the first place (and potentially work out scatter).
- Roll damage for each potential victim individually.
- Roll a shrapnel attack for each potential victim, which may produce several individual damage rolls.
And that's not even going into the rules for figuring out how far you can throw a grenade in the first place...
Damage isn’t quite so simple as this implies, which could be good or bad depending on preferences. Hit location has an effect; type of damage has an effect; hits cause pain and possibly stun. Doing a proportion of Health to a hand, foot, arm or leg will incapacitate it either temporarily or permanently. Hits to the head can KO.
It doesn’t use RoleMaster-style criticals but the damage system is pretty nuanced in my experience.
There are some nuances but other than crippling limbs there isn't much in the way of effects that remain longer than a second or two other than the damage number. That's not really a problem, but feels odd given how detailed the game is in many other areas.
Given that I've seen GURPS develop from 2nd through 3rd and 4th edition, I think it's fair to say that GURPS is one of the worst examples of detail creep I've seen. The 2nd edition rules, while certainly not perfect, made for quite a neat system. Then you had dozens of sourcebooks, each written by fairly knowledgeable people going into detail on various topics, and then
a lot of that detail got folded into the main game. And the result is a bit of a mess, with some skills working in weird ways because someone with specific knowledge made a fix that only applied to that particular thing. For example, high-TL physicians work as if they are at TL6 even if their surroundings are lower than that, because "they depend heavily on equipment but still receive good basic training." That's nice, but why is that a specific thing for physicians? Do engineers and mechanics not get taught basics?