Misery seems to be one of the most realisic Mods of CoP, they had an awfull lot of really good ideas (like artefact containers, degrading scopes, nutrition, reworked health, ---), but they missed the ballance:
1. Mutants are that abundant, they kill everyone, soon or later. Even critical NPC (e.g. Spartacus or the mercenarys in Zaton) are not save from mutants, because their spawn points are too close and mutants spawn too often. Making those NPC plot immortal is a solution, but not a very clever one.
2. Artefacts are almost useless, especially if there is no more antirad artefact. It's OK to make them more sparse and more valuable, but even a tier I artefact should pay out.
3. Some prices are totally out of balance. There is no use in buying charcoal or gas to cook meat, if dishes are cheaper to buy.
I remember, that I found a Saiga early on but could not afford the repair. So I had to cope with occasional jamming. It was possible to solve Owls Severs Quest in Zaton with that shotty allone by crouching through that open pipe and shooting the mercs from that position.
Maybe I will play it again some time, especially, when 2.3 comes out, maybe they fix the balancing issues. I have to admit, that I mostly do not play the games that way, the devs intended. The vanilla is robust enough to be stressed. Even Stalker CS shows high robustness after 10 patches (if you do not mind the killing of two NPC in Escape and do not fall from the edge of the world in Jantar).
You can take Sigerous as a contrary example. The good ideas and plot additions (new sideqests, included areas from CS) turn the zone into a overloaded tourist resort. You can't move on the Skadovsk because there are so many traders, scientists, quest NPC and even additional traders that you run into. You use more than 80% of your time to carry loot to a trader and if you got the best detector you have to watch not to stumble and fall over artefacts.