Well basically this is the issue with taking a game not designed for uber builds, and letting them go up against eachother. By the time they 'balance' this game, it's combat will be nothing like fallout, might end up like real time wow pvp fights, walk in, hit your attack button til other guy is dead. Hell right now it's so funny that a small gun pistol does so much dmg because people whined about sg'rs in pvp. Now sg's do as much as energy pistols, energy's are almost at the dmg of most rifles, and heavy guns are barely any higher. Then people cry realism in every other part of this game... WTF you expect the devs to do. A sniper bullet in the EYE is gonna be a ton more destructive than a spray of bullets in the armored chest at range, (where most may not even hit the target).
Hence why this game should emphasize other factors of battle instead of the battle itself.
For example: TC
1. Some quests could require materials and affect static defenses like barricades, cover, etc.
2. Quests would involve finding suitable fighters and ways of obtaining their srvices.
3. Militia armament requires upkeep and questing decides what they are armed with.
Conditions for victory would be calculated by statistical analysis in regards to combined factors of 1-3.
Sure combat would be a far cry (no pun intended), from being fps action type twitch fighting. However, this would provide balance and elinminate the attrition type style war that currently exists.
PVP combat will be handled by the already wasteland is harsh random encounters but also combat oriented "battlegrounds". Maps will contain "positions", for diffferent combat builds. Snipers will deal with other snipers. BG tankers will advance assaults and deal with other their counterparts, defenders of the line. Small gunners will provide rear-guard defense against spys, HtH, and other small gunner builds.
Never did like RT combat as it was never intended for a game like Fallout.