The rifle is, more accurately, not meant to be a 'personnel' type firearm.
When it was created, the weapon was envisioned as an 'armor scale' firearm that had protective provisions for unarmored individuals, yet was cheapened and watered down to increase ease of production and proliferation at several other costs. Despite these changes however, its sole purpose was to serve as a dedicated anti-armor weapon, much like AT-4s, Carl Gustavs, RPG-7s and so forth. As a result, it falls into the same category of weapon, considering its very lengthy cooldown time, incredibly large, visible muzzle blast, and heavy weight.
The DR system was supposed to be representative of how things perform in roleplay, not dictate how roleplay goes. Right now however, the DR imposed on this rifle is not representative of how the weapon performs, and on top of that, fails to dictate the rifle's behavior, as it has already been used In Character following its original stats.
@Doshii_Juni:
In all honesty, I believe we should all care - the DR system is being used to dictate how roleplay goes, rather than serve as a general guideline as to how it actually does go In Character. But on top of that, since it is being used to dictate, it also means that our characters have no good, effective means to fight off armors should they be caught outside of theirs. After all, just how affective is weapon, or an RPG with a large shaped charge now? ADR 1? That's as good as the NSP - a pistol.
And, more importantly for Game Masters, it also happens to mean we can't have the occasional, cheap cannon fodder enemy wield something more dangerous to our characters either - in videogames, we always have the reaction of, "ARR PEE GEE!" or "SNIPER!" to punctuate the usual enemies and give variety to what we face.
Without those, the selection we get to choose from when figuring out what to toss at our players or to our players to use, is more limited, and that much more bland and boring as a result.