One of the fundamental design decisions of GURPS 4e is that game rules need to be based around adventuring situations, because those are what actually matter for the story and because its too much cognitive load to require the GM to remember to apply a lot of different modifiers in the middle of an action scene. GURPS Tactical Shooting has a really good section by gun geeks (Hans-Christian Vortisch and S.A. Fisher) adapting those rules to less stressful situations, based on the current US consensus on performance of combat shooters. That design decision makes sense to me.
In 16th century England, there was massive resistance by the citizens to modernizing Queen Mary’s militia law from 1558 because of the expense of buying new equipment and firearms. The weapons men carried to show their status and gender and hunt or keep order were not the same weapons they carried to defend against a landing or march into Scotland … this explicitly came up late in the 16th century, there were protests about disarming politically suspect groups and the compromise was that they could keep their bows and bills but not pikes and firearms because the former were enough to keep order and defend themselves. I have read a series of complaints against the expense of English militia laws going back into the 13th or early 14th century.