Kem0sabe
Arcane
RPGs are absolutely not superior "realism simulators". "Realism" in gun handling and stat-based combat are two very distinct (though related) issues. Many games have realistic gun handling (wandering reticles, bullet spread, reduced accuracy while moving etc.) but do not use RPG stats. Also, many games have RPG stats but don't use any stuff like this, just modifiers to damage or "forced" misses. My favorite example of a game that knows what it's trying to do and pulls it off brilliantly is the first Silent Hill, where the protagonist was "just some guy" so his aim was always crap and combat was deliberately clunky to reflect it.
In my opinion, the ideal action-RPG should use all the same systems advanced shooters do, and have those systems governed by character stats, in a perfect marriage of strong gameplay and character building relevance. I absolutely want my crosshair wandering all over the screen if my character's skill level sucks. Guys like Kem0sabe who expect character stats to be irrelevant in the gameplay can and should max their character skill levels. If you want to play a character who can shoot straight, build a character who can shoot straight. Not rocket science.
In this specific case, however, I don't need Bloodlines 2 to strive for this particular ideal; it should invest its development hours in what's important. I feel like they've made a strong declaration about this in their "you throw away guns" move; again, no matter what your stats, the player character is not going to be a United States Marine. Which is fine; nobody with an ounce of sense came to this thread expecting the world's best-designed first-person shooter.
My issue is not with stats governing game systems, it's how developers used that as an excuse for poor game design. Do you want a ranged combat system that is stat dependent but with the trade-off that it plays like shit?
I'm still to play an rpg shooter with stat dependent aiming that feels fun to play... they always feel like you are wrestling against the game systems during fights. My advice to devs is that if you can't master it, then ditch it, because people are paying good money to suffer through your shit design skills.