I don't think weapons handling will be sufficient in this case. There needs to be more and more elements, that influence progression. Armor, implants, resistances, regeneration and so on. We're entering territory of complete revamping of the combat system.
Yeah, the key word is ”most of”. There is some balancing to be done, for sure. But the core of stats affecting handling in a tangible way stands. The challenge need not be equal between the two polars, and in a way calling it ”difficulty setting” instead of ”gameplay-/combat preference” is a bit
misnomer as the enemies are the same either way.
It makes sense, sure, but I feel there needs to be something that you can rely on outside of chance and direct combat as well. More complex software has a chance to fail, simpler things are reliable, for example. Especially considering the game frequently forces you into a specific gameplay.
I suppose there could be a sliding scale that diminishes the the RNG eventually, like common hacks at skill level of commons at skill level 7, uncommons at 14, rares at 20, but epics and legendaries always rely on some chance. Or, alternatively, you can spend extra ram (if you have) to boost your chances. And additional systems where the closer you are, the better your chances.
(And of course, the easier the difficulty setting, the easier it is to succeed.)
But I don’t think too lenient systems really serve the purpose.