I will bring up, in responses to what Soban and Char have mentioned:
I would absolutely support a more roleplay-focused system for handling damage. The more ways we can funnel players into actually roleplaying, the better. I also generally dislike that DRv3's power is effectively based on
"critical hits" rather than "normal attacks". Further compounding that is the
"per bullet" method which makes fast-firing weapons fundamentally overpowered, stressing out NTSE and players when someone really just wants a
space minigun. I wouldn't mind if these aspects of DRv3 were looked at and adjusted/rewritten to be more flexible and consistent.
I also think the biggest "gatekeeping" issue with DRv3 is that we have this whole, weapons-assigned-to-size shenanigan, and all things associated with that. Loadouts, I guess, is the word to use.
There is, however, an issue I can see, if we decide to remove DRv3 - if we don't have enough structure at all, it will result in weapon/armor power inconsistency, and a lot of questions of "how powerful is this supposed to be? What happens if I shoot it at that, or if those shoot at this?"
We should make sure that if we make a better Damage Rating system, that said system allows questions like that to be answered without getting in the way of the roleplaying itself.