@suspensionsystem I really don't think the variable damage model enhances anything. Shooting a guy until he's dead isn't any harder than shooting him a fixed number of times. In fact, since you can't be sure how much damage you're doing, you lose the skill required to count hits (to assess whether that last shot you fired hit or missed, then subtract that from the number of times you have to shoot him) in favor of just shooting until he's dead, which doesn't require determining whether your shots hit because it doesn't matter. Neither of those are significant skills, however, so I think this point is moot.
So what do we get out of this? Purportedly better weapon balancing, at the cost of adding true RNG into the core of the game. But I don't even think it would help weapon balance, because a lot of people would just pick the gun with the highest chance of killing in one shot so they can approach consistency.
At the end of the day, I remain unconvinced that any form of true RNG is not bad for the game. You may argue that it is not very significant, but it is still degrading the experience in order to achieve gun balance despite the dozens of potential balance systems that don't involve RNG.
The number of engagements that would be decided by this RNG mechanic is quite high. Let's say two people are facing off with the same gun. Player A gets the drop on Player B, landing the first shot to the chest. He gets unlucky and doesn't kill in one shot. Before he can fire a second shot, Person B fires back and gets a one shot kill. The RNG system gives an unfair advantage to one party in every engagement where their damage rolls are not equal.