Eh honestly "unified simple system" lends itself better to simulator games and less to asymmetric balance.
Like I said, you could easily make it a "unified simple system" by having a base weapon profile with increased/ decreased accuracy, reload, c/d based on the recieving unit's "proficiency" value. Things like firing on the move can be a perk that is attributed to every top tier elite squad. But then you have issues with balance.
It's fine when every army has similar squad sizes and such like in MoW, but with a game like CoH you have imbalances in things like that that make fine tuning necessary.
You get to a point where you simplify the CoH out of CoH. I'm all for making these individual stats easier to read but too much astroturfing and removal of all scary RNG factors is going to make a game that is less enjoyable in general.
Allow to explain again.
The current system in Coh2 is simply a mess:
Ostruppen get a penalty in all slot weapons (probably the only infatry with such penatly)
Obers get different versions of lmg34 than any other infatry (probably the only infatry with such penalty)
Commandos get a only a better version of the bren
Paras/Ragner get only a better version of bazooka
Penal/Guards get different versions of PTRS
AGB get a different version of DP that they can fire on the move
The point here is that instead of applying different solution for individual squad a single system should be implemented applying bonus and penalties according to squad's category.
That has simply nothing to do with RNG.