What can be said has been said mostly though still I feel like expreesing my thoughts. My take on the subject is I see tabletop games as a way to recreate/simulate real life situations and have the players react as close as their avatar could in real life (rarely the case is so, but still the opportunity is given). The dice simulates the randomness present in real life, and skills/stats etc. respresent the in-game entity in a statistical way.
The thing is, the system is set so that human reactions are required in a minimum way. In a computer simulation that is rather the opposite way, it's the reflex and skill that takes over, not the statistical knowledge on the tabletop game system. So I say why have a computer simulation carry the restrictions of a system designed for completely different way of entertainment? They play completely different so things like clan armory being overpowering or weapons having exact cbt ranges because they play their role well in tabletop (ie provide balanced and fun gameplay) doesn't justify in mwll. Obviously cbt, alongside novels and possible previous mw games are the source here, but if it's in the name of realism, fun and balance adjusting gameplay variables is well justified.
Hope any of the above made any sense

. My point is mwll should be the optimization of realism/fun/balance, not having exact cbt numbers or gameplay elements is ok if it's in the name of above trio. The comic page of dm of the rings below sums what I meant in a humorus way.
http://www.shamusyoung.com/twentysidedtale/?p=1235