I understand your point of view. The mod is made for maximum realism.
Here is something that needs to be “finalized” and why the “numbers” here, as for me, are necessary:
There are many modules and this is great, even in several types for a single weapon slot!
But how to understand what is more effective from this in % and where are there any advantages (for different situations/playing styles, etc.) if there is no exact data?
I think the overwhelming majority of players will simply use the “about the best / any suitable” available to choose from, without really bothering. It is because they have no data for a deliberate choice - and this seems to me to be wrong. The importance and availability of this variety of modules and the need/choice are almost completely lost. Changing 0-5 modules on a shotgun, the game strips of damage and range do not even move.
In games, therefore, there are always numerical values, so that the player can think, analyze, choose. Or other visual designations that are not appropriate in this case.
The mod is great, but for example, I know nothing about the types of bullets. Seeing such a variety in the game (mod) - used Google, found a hunting site that describes the difference of bullets, carefully read it and concluded that I will simply ignore their diversity. This is not very pleasant, but there is no data on the basis of which in the game you can simply determine for which situations to use these or other bullets.
A very rough example - if for each type of bullets there was indicated something like +- % to the base damage to the weapon in the description (or else it was added under what conditions this % changes), then it is already possible to draw conclusions and choose. Similarly with modules.
It must be remembered that players have very little knowledge of real weapons, ammunition, etc. And for them you need to adapt the mod, for example by adding information in numbers, which can be disabled if desired.
You can specify the base value of changes and in addition how much % this value will change in a certain situation (if there are several influences, you can specify an average % for each situation - indicating that % is average (in color, text))