Guns requiring specializations is in the 3e Basic rules; it tells you Guns defaults to "DX-4 or (other Guns skill)-4". And the skill list also says "Guns/TL (type)".
IIRC, the sample characters in Basic 3e were all fantasy characters, so likely not. Maybe for Fast-Draw or Survival? Most other skills requiring specializations are higher tech.All I can say is I saw a number of people using GURPS back in the day, and apparently none of them noticed that. I wonder if it ever showed up on example characters anywhere (which would have set off alarm bells)?
IIRC, the sample characters in Basic 3e were all fantasy characters, so likely not. Maybe for Fast-Draw or Survival? Most other skills requiring specializations are higher tech.
We made extensive use of the separate skill list, where which skills requiring specialization was more explicit.
Also, I bought GURPS first for a grittier superhero game, and then for Special Ops. All thetemplatessample characters in the latter made it clear about Guns requiring specializations.
(That start probably also made us permanently unwilling to play 100 pt characters.)
[Edit: Templates were later, dur]
We had some tussles during the Adventure play test with one guy whose breakout wanted more detail for his field of expertise, who just wouldn’t get it when we explained how a bunch more skills required to do that one thing well would make it harder to play an expert in it than an expert in anything else. I did sympathize, having hard to learn the same lesson myself, but we left him unsatisfied.That would make sense as skill-splitting is often a syndrome of people very knowledgeable about a subject who can't or won't step back and ask the question about what situation in a game is going to care about the difference (or how many of the end users will). I'm not always a fan of massive lumping, and if GURPS was sometimes a bit more serious about defaulting (one of its best design concepts) it'd probably be less an issue, but sometimes people can't resist having the default gaps too large to make all that much sense on practical grounds at least.
Talents are the solution to that problem. You can design a group of related skills which the bonus applies to.
We had some tussles during the Adventure play test with one guy whose breakout wanted more detail for his field of expertise, who just wouldn’t get it when we explained how a bunch more skills required to do that one thing well would make it harder to play an expert in it than an expert in anything else. I did sympathize, having hard to learn the same lesson myself, but we left him unsatisfied.
There are a whole bunch provided and it just says to discuss with your GM if you want something different.I have to point out that's at best a GM angle solution, however.