When the concept of capital-A Accuracy was first announced, people were quick to point out that the need for a high Limit on an attack test does not exactly align with the need for highly accurate shots: A samurai hosing a hallway with his dual machine pistols needs a high Limit to beat a target diving for cover in the opposed test. On the other extreme, a sniper firing at an unaware target 200 meters away is fine with a Limit of 1, since the target does not get to dodge.
The practical consequence can be seen by simply looking at the weapon tables in the core book: Machine pistols, SMGs, and assault rifles should have very different accuracy, yet they end up in the same (capital) Accuracy range.
So my house rule idea is to limit the number of hits on an attack test not by something called "Accuracy", but by something indicating how "agile" the weapon is and how easy it is to track a target actively trying to evade -- because hitting somebody who actively tries to evade is what you actually need the high Limit for. First problem: The "something indicating", I can't think of a decent name that's not already taken. Wieldyness? Non-bulk?
The second problem obviously is the numbers. My reference points would be:
- Sniper rifles, assault cannons and similarly bulky weapons could go as low as 1. Enough for hitting an unaware target, a running target would need some time to take aim (-> spend appropriate actions), snap shots from the hip at close targets are pure luck
- The standard carbine should clock in at 5, same as now
- Pistols without cumbersome accessories would be the top end here, so around 8. Basically "no penalty"
- Smartlinks and actions to increase the Limit work as before. Spending actions represents compensating for the unwieldy weapon, and having a crosshair without having to look down the sights increases movement options.