Taking away that +10 critical roll would be a good start how to balance the feature out , that roll could still be applied to HtH and pistols , but that's not enough. Current game mechanics doesn't allow much flexibility how to balance it out , though i think it's possible to come up with something reasonable.
I was thinking of increasing MA , CA body armor resistances to plasma damage. It would partially make those critical hits a lot less effective , wouldn't affect other weapons but at the same time making plasma grenades without silent death much more useless as they currently are and it wouldn't affect bypasses at all witch would still lead to " one shot gg situations ". That's not an option , so i was thinking ....
it's not a trait but a perk , but still ... -10 to roll using grenades would make it kinda reasonable. The possible damage multiplier is lower , so it would make a lot less damage on average. Too powerful perk , then why not give it some drawback to balance it out ?
There are different tables for all the body parts, not just unaimed/aimed.
There is one critical hit table for all the aimed shots and one for untargeted shots. Unless atom is lying or the information is just outdated.
There are theree main differences: first is the reworked critical hit table (still WIP).
Second, there is a separate critical hit table for an uncalled shot (they were present in FO2, but unused; uncalled shots were identical to torso shots).
http://fodev.net/forum/index.php/topic,1188.msg10637.html#msg10637