OK, I've found some "inconsistencies" in adding weapons.
If I have skills "Gun Combat" and "Gun Combat (Slug Pistol)", adding an Autopistol works fine. Adding an Autorifle picks up the skill level for "Gun Combat (Slug Pistol)" - should pick up the plain "Gun Combat". Adding an ACR picks up "Unskilled" - again, should pick up the plain "Gun Combat". Adding a Revolver picks up "Gun Combat (Slug Pistol)" just fine.
Also, I noticed that the plain "Rifle" equipment entry has no range or damage...
You are planning on adding a field to specify the skill used. I would like to suggest making this a list of skills, and if none match, then default to Unskilled.
Something like "Gun Combat (Slug Pistol); Gun Combat" for the Slug Pistols. Also, consider an over-ride for the characteristic on this - some weapons, for example, might rely more on strength to wield properly than dexterity even though the skill might "default" to dexterity. Maybe something like "Gun Combat (Slug Pistol) [dexterity]; Gun Combat [dexterity]". There are some GMs who might even allow dexterity modifiers for unskilled firearm usage, who could then also add "Unskilled Skill [dexterity]" to the end to pick up any dexterity modifier in addition to the -3 unskilled penalty.
Just something to think about...