QUOTE (Tecumseh @ Oct 28 2016, 08:57 PM)

As for Take Cover, if you don't like it for movement which would naturally provide cover - like running around a corner - then apply it to actions like ducking behind a desk or hunkering down behind the team's troll.
As for sequences of attack and movement actions, I think my approach is basically the same as Blade's, just stated slightly differently. Again, it comes down to the abstractions of a turn-based system and how you want to balance realism with gameplay.
An example
Berserker and Shooter both have 1 IP. Berserker has an axe. Shooter has a gun drawn and at the ready.
They are standing across a room from each other, 10 meters apart. Berserker has initiative 9 while Shooter has initiative 8.
Per the rules, Berserker acts first and can run across the room (presuming a reasonable AGI) and use his axe to chop Shooter into little bits. That's how the rules are written: Berserker can take all his actions (movement and attack) all at once before Shooter acts.
Logically/realistically, Shooter should be able to twitch his trigger finger (or mentally trip his smartgun link) a couple times while Berserker is running across the room, but that's not supported by the rules.
Additional absurdity: let's say Berserker has initiative 11 and Shooter has initiative 8. Now, because Berserker has 2 IPs, he's only allowed to take half his movement in his first IP. That means he can only get halfway across the room, which means that Shooter will have an opportunity to plug Berserker a couple times before he arrives with his axe. So, per the rules, Berserker is potentially better off with lower initiative and only 1 IP.
You have to decide whether you want to favor rules-as-written mechanics for consistency or whether you want to overrule them occasionally in order to preserve some sense of reason and realism. That's a choice every GM and every table has to make on their own. People will differ on which approach they find to be more fair. As they are, the rules are abstractions that attempt to balance the bookkeeping and event-processing demands on the GM, but they cannot perfectly adjudicate every situation.
Too long, didn't read: I don't think you're going to find anything more "solid" to enforce an interpretation. Talk it over with your table to try to build some consensus around how they want to handle it, with the clear understanding that whatever approach you use will apply to the opposition as well.
I'm not so sure the shooter will always be able to shoot first. True, if you have a ready firearm aimed at someone it takes very little effort to shoot, while running and chopping takes a lot more, but it really takes very little time for someone to close the distance of a room and stab or hit someone with a blade - RL statistics determined that on most engagements between someone who has to draw the gun and shoot, an assailant with a knife would be able to run several meters and attack before they could get off a shot - in game terms that's a simple action + a simple action being slower than movement + 1 complex action.
I think in this sense reaction time will matter the most, so if the Berserker wins initiative he can make the attack, barring a held action from the shooter (which represents someone with a gun ready to fire).
In the case of 2 IPs that's 4th edition rules, in 5th edition you can spend all your movement in the first pass if you want to. And I think it is a good change to allow melee characters not be completely useless, even if not necessarily realistic.
So far I'm handling cover like this: If you take the action you can get +4, otherwise you only get partial cover. If you run behind total cover you can only attack before, not after, so you will have to expose yourself in most cases - the players agreed that move, shoot, move exploits the system and we ruled that you can only move+shoot or shoot+move in a single pass. This has worked fairly well so far.
Awarding 2 hits on defense from take cover action is interesting, but might make firefights too long. 2 hits is equivalent of 6 dice, but then again 6 dice can produce more results so it could work. Anyone tested this out already? I could even make it a choice, with Edge +4 dice might actually be preferable sometimes, and if the defender has enough penalties to defense (autofire, reach, Confusion spell, wounds) getting 2 free hits might be too good.