Huinehtar: Here I strongly disagree since I think that those changes made the latter games inferior to Fallout 1 & 2.
In matters of coherence, both distinctions were essential and they added a better flavour to the games as RPGs.
Again, Energy weapons shouldn't have become available easily since they were developed late before the Great War, and because they were cutting-edge, I thought it was natural that they should be rare, and even scarce outside of cities, barracks or other military/police armouries, active vaults etc. Their research in Fallout 1 was side by side with the lore and quest progression to what happened right before and after the War, etc. They were almost literally "alien". The bad thing was that the skill was useless at the beginning but then, I feel it is understandable, because if going into the Wasteland with this skill, the character has to use other skills (support or other weapon skills) to survive.
In matters of RP, I strongly support the vision of Fallout 1&2 concerning those choices, where I understand the changes were made in matters of gameplay to avoid frustration for the player.
Well, I think its a bold claim, since F1-F2 skills are in my opinion very flawed. Many skills are useless or made useless (throwing, traps, steal, first aid, sneak, gambling). I can go in detail to everyone of them, I made gambling specialized character who hoarded tons of caps, but it was boring to play; first aid tagged character, with skill restoring non-% of max HP value, which made it point wasting and useless after level 10; throwing with very little grenades/knives around etc. And ofc everyone's favorite reload-stealing, which was referenced by Interplay themselves in Cafe of Lost Dreams.
I think the same of small/big gun skill: theoretically big guns are obviously better, except if there are magic quirks added, like ability to score criticals/chain reaction/anatomy with small guns. Fallout 1-2 has such quirks, however they are not dedicated to small guns, so why someone should use small guns? Synergies could help: small guns could spread to all light-weight guns, big guns - to heavy guns, and energy - to all weapons that are energy based, regardless of weight or size. But synergies are not in F...
About energy guns, have you done serious energy builds? In stock F1-2 laser is useless, as it comes late and when it appears - most carry metal armor, metal cancels 80-90% of it or have very high HP. Plasma is okay, but comes also late or early and blocked - and electric is an excuse because using just plasma is boring (still very nice animations). In late game, if sniper+high LK+better criticals are picked, gun choice
does not matter much.
Now, if energy weapons would really kick HPs like you said, then yes. But they don't! Only really late game they do, but late game gives perks that make them not very relevant. The FNV added some perks to boost efficiency with small arms, which upgraded its usefulness. But its still somewhat funny that pistol could be as deadly as a minigun. xP
Thanks for sharing your opinion.