I do agree that I should most likely update those perks to reflect the higher damage formula but I disagree about the notion that triple damage makes light-armor wearing character archtypes less viable.
With vanilla settings, a charater with 200 hit points in reinforced leather armor being shot by 20dmg bullets, takes 20 normal hits to kill him. Wearing T-51b shot by the same bullets, takes 50 shots to kill him.
With tripled settings, 20 and 50 drop to 7 and 17. Still maintaining the same relation to one another -- but there is also a matter of how long the firefight lasts. Surviving 50 vs 20 shots, in many fights isn't a matter of survival or not, it is just a matter of how much damage you're going to take. 17 vs 7 however, is often the difference between life and death -- even when you can kill faster as well, there are still certain timing realities... as such, things don't scale linearly as you get to shorter time frames.
From what I can tell right now it makes the less than sneaky stand out in the open class archetypes less viable.
Pretty much anything that "makes combat more deadly" is going to have the effect.
Limb damage can be a problem but from what I can tell if a guy shoots me in the face I die rather than suffer head injury and if a land mine goes off with me nearby I gib instead and reload a save game. *Shrugs*
And if that is what you want, then go for it and have fun. Personally, I consider increasing the number of one-shot player character deaths to be poor game design. I would much rather survive the shot to the face, but be badly wounded - have to use the resources of a Dr's Bag and several stimpaks to stay alive and recover, while cursing my bad luck for taking the hit to the face in the first place. Same with setting off a mine.
On the other hand having no choice but to reload, and continue redoing whatever it was (combat with someone, trying to disarm a minefield, whatever) until I accomplish it "perfectly", is boring - and not only ends up being monotonous, but also leads to resources bloat. Only 10% of my ammo and drugs go to "when things go to plan". The other 90% are my trying to desperately shoot my way out of and/or otherwise recover from, a plan not going as expected. Turning those times into forced reloads doesn't make the game more fun, it makes it more tedious IMO.
I think when I played through the SP hardcoe mode I died maybe 3 times even on very hard even after I began making the game harder myself. ( At least until I got to a very cheap end sequence where difficulty spiked stupidly high )
I had the same "problem", and I do agree that more peril in the game is a good thing. But there is a big difference between dying because I couldn't reload my shotgun fast enough to take out the fifth extra-tough nightkin before his bumper sword did me in... and dying because I shot a legion recruit, and his buddy that had been out of LOS turned the corner and one-shotted me before I had a chance to react.
More realistic? Sure. More perilous? Yup. Better gameplay? Not in my opinion.