7D+2 vs 6D+1 would be 26.5 vs 22, so only a 4.5 damage difference. I guess it depends on armor, the full auto one would be doing more total damage so would have better armor penetration.
Still seems odd that 2 bullets does 83% of the damage of 50 bullets. I guess it's assuming you're going to miss almost all of your shots with the 50 or something. The SMG basically has either 5 bursts of 10 for 5d+2, or 1 burst of 50 for 7d+2 with an easier time hitting. The heavy pistol has a choice between 4 shots at 6d+1 with an easier time hitting, or 8 single shots of 5d+1. And thats a gun with only 8 bullets. The pistol also has a range of 10x the SMG, but I suspect thats an error in the chart. Not to mention the question of what happens if you fire a couple bursts of 10 from your SMG then decide to do full auto with the remaining.
Then you have blaster rifles which are 7D with 30 shots, or fire two for 8D with 15 attacks and an easier time hitting. Superior damage, superior ammo capacity.
The main reason of my comment about a custom weapon/armor table was the availability and pricing and stuff though. Like whats available where we are, what does it cost, what can we start with, what we can carry (game doesn't seem to have any talk of how heavy items are or how much you can carry, other than comments about energy weapon ammo being lighter).
Theres also the optional encumbrance if you wanted to use that, which isn't really all that clear. It mentions a +4 or more agility based difficulty for each layer of armor, and elsewhere it says a layer of armor is +1, which technically would mean a bullet proof vest would be 9 layers for the 3D - a penalty of +36 or more? Unless the definition of layers here is different, but in that case how to determine the number of layers for the armor is left out.
Just a bunch of basic stuff that the game system leaves up to the GM.
Also, just out of curiosity: which combat system are we using? There are apparently two, a wounds system and a body points system - each with a different take on how to apply damage and how damage resistance works. The body points has strength give you extra body points, which is random (it says to roll it at the start, so I guess if you roll bad you might be fragile even with high strength, or vice versa - unless you wanted to just use an average value for the dice) and only uses armor for damage resistance, whereas the wounds system instead applies strength to the damage resistance every time you're shot, which I guess means armor would be less important for a really strong character vs weak weapons, and otherwise treats the characters the same when they actually get wounded.
A funny scenario with the way the wounds system works: Two characters wearing bullet proof vests with 4D strength get in a fight using knives. After scoring a hit, to actually damage eachother they have to roll higher using 3D6 than their opponent rolls using 8d6. To actually cause a wound they need at least 4 higher using the 3d6 than the 8d6 roll, with 1-3 causing "stun." I'd imagine these two opponents would be jabbing eachother with the knives for quite a while before one of them got hurt.
-edit-
I wouldn't worry TERRIBLY much about money for a one-off game though.
My guy is totally running around with a blaster rifle then, since it's listed as Medium cost the same as most of the other weapons (even though it's badass). Also, flak jacket