System: Spirit of the Century (www.evilhat.com/?spirit)
Hack Type: Genre (gritty), Revised Mechanics
So, some folks like a greater disparity between weapons and tools in a conflict other than a taggable aspect. I say okay, and make this:
More Detailed Weapons for SotC
Much of the benefit you get from weapons in a conflict is situational - you're in the right position, you're using the weapon in ideal circumstances, etc. Some of it is also inherent to the weapon - you have a .45 ACP, I have a .22, etc. The ideal is to be able to deal flexibly with both.
Hence, in this system, weapons are given a rating from 1-X (where X is probably 6 or so at most) that represents a maximum threshold for how useful they can be in a combat situation. This rating should be taken to represent the best possible circumstances in which to use the weapon on top of its raw power. When you use the weapon in combat, you roll an additional number of Fudge dice equal to its rating on top of your normal 4dF roll, and take the best four dice as your result.
So, suppose your broadsword is rated at 3. In ideal circumstances, you'd roll 7dF and take the best four. This means you're more likely to have results in the +2 to +4 end than someone rolling just the default.
What if the circumstances aren't ideal, and what does that mean? Then you'd simply remove bonus dice or eliminate their use altogether, depending. And it means whatever you think it means, because a.) this is Fate and hence supports fiddly interpretation room on some level and b.) no two people have the same concept of the effectiveness of weapons in a fight.
So, you might say that if you're in an enclosed space, you only get 1 bonus die from your broadsword because those things usually need something like four feet of clearance on all sides to use properly. Or you might say that knives don't get their bonus dice unless you're close enough to grapple. Or whatever. GM has the final say, or whatever your group does to resolve such matters. Armor would either remove bonus dice or add their bonus dice to a defense roll, depending on which you think is easier to manage.
And that's it. Everything else works the same. Here's why I think this approach is cool:
* You get the benefit of both dramatic and concrete bonuses - a battleaxe might get up to 4 dice, whereas a dagger might never get more than 2 even in ideal circumstances, representing the sheer mass of the battleaxe. But you can also have fun with situational or dramatic bonuses to your heart's content.
* Big weapons in ideal circumstances means lots of dice hitting the table, and yet because you're taking the best 4 dice, it does not require evil maths any greater than the system already calls for. So you get the tactile fun without the hassle.
* It accomplishes the goal of making the person with the best comparative weapon or circumstance win fights faster, and retains concrete effectiveness in the realm of firearms, because the bonus dice for your gun would not apply to your Athletics roll for defense. So it preserves a certain "guns are damn dangerous" component of more gritty genres.
* Using bonus dice instead of a numerical bonus circumvents some granularity issues with the Fudge/Fate ladder, while still providing a clear advantage.
* It doesn't require screwing with the default stress w/ consequences layout to achieve any of the abovementioned results.
If you want an example set, let's say brass knuckles and saps are rated 1, knives and small clubs at 2, most one-handed melee weapons at 3, polearms and two-handers at 4. For guns, let's say really small calibers (.22, .25 ACP) are a 1, small pistol calibers (.38, 9mm) are at 2, large pistol calibers (.45 ACP, .357) are a 3, and shot-shell is a 4. If you want, you can say that being fired from an SMG gives you +1 and a rifle gives you +2, so that MP-5 might be rated at 3 and that .30-30 Winchester might be rated at 5.
Obviously, this can also translate to stuff other than weapons, to provide a mechanic for handling the benefits of gear in other conflicts. You'll have to decide locally how to handle choosing between this mechanic and temporary aspects, but at least you're not lacking in options.