Non transferable weapon make thing even more complicated since the performance relies on RNG and weather the entity with weapon will be target first or not.
That is a bit less of problem with USF officers due to limit and the ability to get extra weapons.
In my opinion, while it makes things less predictable it also makes things more interesting. As long as it is easily identifiable to both players it’s not really a problem.
Using the Lieutenant and Captain as an example, they both have one special model with a Thompson that deals significantly better damage than the rest of the models in the squad. Dropping this model first in a fight makes these special squads no better than a rifleman squad, but dropping this model last makes them much better in close quarters.
The thing that makes this work is how loud and distinct the Thompson firing sound is. When it’s the only automatic weapon on the squad it is really easy for both players to hear when it stops firing. The same would work if you had one StG44 in a squad of Grenadiers. As soon as that model dies both players would immediately notice if it’s the only StG in the fight and if it’s not the only StG in the fight then it’s not nearly as critical of a distinction. If you use a Lieutenant and a ranger squad together and you drop the Lieutenant’s model you might not notice it but it doesn’t matter since the reason you didn’t notice is the other four Thompsons on the Rangers still firing. Same goes for using Panzergrenadier and VSL Grenadiers if they had an StG44. Visually it would be even easier to see this if the VSL had a different model, such as the Obersoldaten skin, like I suggested before.
Of course you could make it transferable too, and that might be the better choice for consistency.