Realism is not an instant ingredient for GREAT gameplay. In a lot of games, realism actually hurts. But since STALKER is a single player experience, one has to have a formidable challenge from a firefight. You have to FEEL as if every time you engage someone, its going to be a difficult task, exciting and filled with adrenaline. vSTALKER does not give that. So yeah, in this case, with single player game, realism fixes the game, introduces the hard, tough and deadly nature of the Zone even further and actually makes you choose the option of engaging the enemies or not.
As for PLR, it did make the weapons kind of similar, indeed. But is that a bad thing? Youll find that you can hit a man sized target at 100 metres with almost any weapon in STALKERs arsenal (talking about rifles and assault rifles only). Also, with Kalashnikov, its harder to hit said target than with a G36, and this is also illustrated further. Then, we take the bullpup type rifle like Groza and youll see that thanks to the long barrel, its almost like a sniper rifle.
The illusion and misconception comes from the fact that even though the ballistics and whatnot may be (as) realistic (as the game allows), since all of the engagements are held within 100 metres and less, youll see no noticable difference between weapons. This may indeed break some of that RPG element (where youre looking for better gear), but it gives back tenfold- it gives you the tention, toughness and lethality in the game. No more Rambo. So little being given away for so, so, so much gained.