My rationale is that after reloading the game will probably have you look at the exact spot again (+- random recoil) unlike reality. But I haven't tested it and not checked XML whether reload does add another random "recoil" and how big that is. Or even resets the view completely
Apart from that I notice in the xml now that it reduces damagefallofrange by 5. So it has a disadvantage for long range too.
Grip reducing aim handling, that is where I am reading the xml differently:
<passive_effect name="WeaponHandling" operation="perc_add" value=".13"/>
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08">
<requirement name="HasBuff" buff="buffHoldBreathAiming01"/>
</passive_effect>
To me it looks like the first line adds 13% to weapon handling, but then reduces that again when you are aiming by 8%. 13-8 is stll a positive 5% while aiming.
And those two lines should be added and not replace each other because in other places of the xml "perc_add" does add up, see for example with guns:
<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
OK, I see where you're going if you're shooting at a stationary target, but how often does that happen. The fact you have to reaim and reacquire your target anyway after reloading is why I don't think recoil is an issue on single shot weapons. In fact how much recoil matters is pretty much directly proportional to your rate of fire.
As for the grip, possibly it's changed or possibly "WeaponHandling" only adds to hipfire handling unless it has the additional requirement. That would certainly match what's shown for the foregrip in Mem's accessory guide, which was very good but could be outdated:
Positives: +15% Hipfire Accuracy, +15% Additional Hipfire Accuracy while Crouching, +13% Hipfire Handling, -5% V. Recoil, -5% H. Recoil-
Negatives: -8% Aim Handling
Certainly the foregrip makes more sense with those stats than adding 13% to ALL handling then reducing aim handling by 8%. I'm not sure if a difference of 13% aim handling is enough to actually test reliably just by observation but I might give it a go.
Be interesting to see what the XML for the bipod it. The guide entry is:
Positives: +8% Aim Accuracy, +35% Aim Handling-
Negatives: -5% Hipfire Accuracy, -5% Accuracy while Walking, -5% Hipfire Handling
For comparison.
I'm perfectly willing to believe Mem misread the XML, or it's changed, but equally willing to believe they knew something we don't about how XML entries affect actual handling.