Wouldn't there also be the problem where that would cause many guns to have a range larger than the reality bubble?
There are sooo many things in the way of giving guns realistic ranges. I think I've heard of guns that have a longer range in skilled hands than the overmap sight range with binoculars, let alone the local sight range.
They don't have to have realistic ranges. They just need to be able to shoot at least to the edge of the screen with a fairly reasonable degree of accuracy as long as the user has a moderate level of skill.
It is linked to the "It takes 2 minutes to cross a street" issue. Giving guns are realistic range without fixing that would means enemies would never have the time to close in on you.
I fail to see how this is a problem when it's so trivial to turn a melee character into an unstoppable god of murder who can cut hordes of zombies down all day (sometimes literally smashing them into pulp in one hit) in perfect silence without ever running out of ammo (or getting tired) and, with a martial art, does not even need a weapon at all in the first place.
Meanwhile the gun user has to worry about finding the right type of ammo, the huge amount of noise it makes to shoot, reloading, carrying all that ammo, and on top of that has to have at least a decent perception stat (while a melee character can use perception as a dump stat with almost no downside).
It just seems so out of balance to me that I don't think we have to worry about making guns overpowered, and if they do end up too good somehow then as Mookzen said we can balance it other ways such as making ammo more limited or making them do less damage/enemies have higher resistance to them.