Grenades and grenade launchers seem to generate a lot of discussion (some of it pretty heated) in the Stargrave community. Common complaints about them revolve around them being overpowered, or their rules being unrealistic, or both. After playing a fair bit and listening to other folks' issues I'm adopting some house rules for future games to see if I can produce a more enjoyable experience.
On the opposite end of the power scale is the gunfighter from Q37, a specialist shooter who wields two pistols at once. Unfortunately, they're not very good as written. Essentially they're snipers (same raw stats and hiring cost) that trade out their carbine and hand weapon for two pistols and a knife and special rule that gives them a +1 Damage bonus to Shooting as long as they have two or more pistols that aren't jammed. So essentially a very accurate shooter with a 10" range and a +1 Dam that might go away temporarily if they jam.
The problem being that the aforementioned sniper can (like any model with a carbine) swap it out for a shotgun. Which makes them a very accurate shooter with a 12" range and a +1 Dam. Flat out better range and does more damage in melee than the gunfighter thanks to not being saddled with a knife. The gunfighter's anti-jamming gimmick doesn't look very good by comparison, especially with the short 10" pistol range making getting caught in melee more likely. At the very least there's not much difference in play style between the two soldier types, which seems a wasted opportunity.