Title says it. RAW called shots make very little sense, unless the opponent is partly in cover or you want to avoid armored locations.
I am also now talking about the "mook" rules, where a crit on NPC is automatic incapacitation.
Sometimes the player might want to make a "I really need to put this guy down now" -shot on the mook and describe how he is aiming for the head, just to be sure. Thing is, that he would be better off just shooting to hit without the -2 modifier and be more likely to get the crit.
So I would like the called shots, especially to the head, matter a bit more. Realistically if you study terminal ballistics you notice that head shot are much more effective in stopping a target. This is partly due to psychological effect as well ("Oh s**t I got shot in the head, I am gonna die") but obviously head is in general a more lethal target overall. But I am now looking at more gamefication (risk/reward) and the mechanics than realism.
So I turn to the community for ideas on how to make those called shots, especially head shots, mechanically more appealing?
A general "+1" to damage might do the trick. Another method might be to lower the CRIT -rating of a weapon by one but initial testing with numbers shows that both might be a bit too effective. One alternative might be giving the headshot CUF roll a -1 penalty to the target, simulating the psychological effectiviness of the headshot.
Other ideas/thoughts on how to make mook called shots actually worth it?