QUOTE (Shrike30 @ Oct 19 2010, 11:46 AM)

Superhumans (be they trolls or just really borged up humans, if your GM has half a brain) reduce the penalties for using oversized weapons and/or using two-handed weapons inappropriately one-handed.
This means that a cut-down "assault rifle" can be used as a machine pistol by a borg/troll, with a minimal penalty (easily compensated for by, say, a specialization in "borg guns," a smartlink or a reflex recorder). Another way to go is to deploy burst or autofire-capable assault cannons as "battle rifles," HMG's as "assault rifles," chopped assault shotguns as large-caliber handguns... you're good to go on some serious damage output this way, all for what (IIRC, I'm away from my books) works out to an easily fixed -1 or -2 penalty. And that's before you load antivehicular ammo into them.
Want to deal even more damage? Work up a drone (either one of the ones meant to be used for Jarheads, or something else entirely) so that it functions as a suit of powered armor (usually this involves adding passenger capacity or a rigger capsule/pod/whatever). Start with one that's got 6+ body. Why? Because that'll let you mount a 30mm autocannon in a Main Gun mount.
This isn't CP2020, sadly... nobody's handed out 14.5mm carbines, 30-tround (sic) autorevolvers, Helix gatling autoshotguns, and flywheel driven flechette guns (if you're trying to be subtle). So, you gotta fudge the numbers around a bit. It's still do-able, and I might drag out some of the monstrosities that've been cooked up at my table lately just to show how.
I agree with the point you were getting at, though... there should be "big fraggin guns" in the system already, rather than players having to hack together monstrosities that accomplish the same goal from vehicular weapons.
Well... the system wouldn't cater too well to upping the damage a lot more. For one, the differences in resilience between your "tank" borg and the party face might just be so large, that the face would explode from the bullet richochetting off the tank

. This is a problem inherent in the system, I think. You would have to change the armour rules a bit.
Then it again... it's funny that I actually also like the fact that a little gun can be useful again in SR4. In my last game session my girlfriend's character took out a whole batch of security guards with an almost un-modded Morrissey Elan, a five round, 4P, plastic holdout. (Using Cheat&Shock ammo, but... well...) The Ares Alpha she was also carrying didn't see action.
And yet, it seems no matter what I do, there isn't any gun in the system that a serious RUNNER could use just out of the box. In SR3 we went to extreme lengths with this, with basically everyone using guns designed from ground up. Pocket assault rifles, semi-auto snipers with dual clips, full ceramic Hpists, fully compensated HMGs, etc. I don't feel I still need to go to such lengths, but the guns in the books, as they are, are inherently unsatisfying.
I think giving generous amounts of RC for both strength and agility would be the first step in the right direction. Then the recoil should be actually increased or decreased per round fired based on the weapon itself. Automatic fire shouldn't up the damage linearly in tight bursts, nor produce the weird super-damage on single hits in wide bursts. And of course cybernetic armour should be increased, even without lots of cyberlimbs.
I have to say I generally don't like cyberlimbs, much, even though they are finally usable in SR4. But they produce real freaks, whereas the cyborg I'm envisioning packs his superhuman body in a largely human (or metahuman) frame.
But... well, maybe you're right and I'm playing the wrong game for this.