As ungainly as those silhouette overlays were, I always admired the idea for a "realistic" modern game. In theory those overlays would account for a bunch of factors at once: hit location, of course, but also cover (if the shot hits where the silhouette would have an intervening wall, car door, etc. you deal with that material first), the relative size of the target (they provided a silhouette of a guard dog running at you, which seemed ingenious and scary, since it was instantly obvious why it's hard to take out a charging doberman), and the risky business of aiming for a location, instead of for center mass, since the player could choose where to center the overlay, but would have to roll very well to get a bullseye.
Obviously in practice they were a nightmare, and you'd have to not only have a ton of silhouettes at the ready, but also probably generate more. But I don't know... For a campaign where you might only get into a gunfight every four sessions, and where those shootouts should be scary but also have a tactical flavor, like making it perfectly clear why you really want cover, why you stay low while moving, why no one actually aims for the head in real life, something about it was cool.
That said, I never tried using those overlays for any other game, so obviously I didn't love them that much.