Adding a heavy weapon to each of the existing weapon skills is an interesting idea and would solve concerns about Heavy Weapons becoming the "ultimate weapon". Pistols might get a compact grenade launcher, smgs an lmg and rifles a RPG/railgun, heck melee could even have an adapted jackhammer if that weren't too difficult to bring in line with the other heavy weapons. It bears thinking about as an alternative to adding tools for an entirely new skill.
The following are ideas as to how Heavy Weapons could be made functional in Sindome without being game breaking. They are by no means perfect ideas and I would love to hear alternative ideas or constructive criticism.
Potential applications for the heavy weapons:
Area denial attacks: Weapons like light machine guns and rocket launchers all have the potential to be used as area denial tools via either blast from the projectile or firing so many projectiles that being in the targeted area is dangerous. Damage could be scaled down to reflect how powerful the potential to hit multiple people simultaneously could be and/or players in the affected area could roll to dodge damage entirely.
Vehicular damage/warfare: This one speaks for itself. Heavy Weapons could give players the potential to engage vehicles in vehicle-to-vehicle, emplacement-to-vehicle or person-to-vehicle combat depending on how the weapons are implemented. This would be a time intensive option as it would first require an overhaul of vehicles but a byproduct of this overhaul would be significantly more rp for mechanics, something that has been referenced as desirable in other idea threads.
Balancing factors
High Costs: If you want powerful tools you need to pay appropriately. Making these weapons expensive would prevent them getting into the hands of Joe Everyman and force Billy the Brute to evaluate risk vs reward before taking these weapons for a spin.
Highly Illegal: Another risk vs reward factor. Weapons like this are the sort of thing the WJF might not even want to see in corporate hands, making them something rarely seen outside of the WJF themselves and corporate Black-Ops teams.
High Strength Requirements: Another investment balancing factor. Heavy Weapons would be, as their name suggests, Heavy and unwieldy and therefore require investment in strength, again preventing Joe Everyman from wielding these with impunity.
Require mounting or deploying: Again, being heavy might mean these weapons need to be fixed to either a vehicle or some form of deployable mount (like a bipod). If the weapons needed fixing to vehicles that would further restrict the application of these weapons to spaces that vehicles can access and the adjoining areas (that they could shoot into from the street). It also escalates the risk vs reward aspect of the weapons use as now you are putting your vehicle at risk when you use these weapons.
Again, these are just ideas. I look forwards to hearing your thoughts and ideas. Perhaps you think we should just pull the skill and be done with it?