Tom Clancy wasn't a game designer. He was writer who, in the context of games, wrote and developed scenarios and settings. Actual licensing and naming aside, a "Clancy game" isn't a term to describe a given set of game mechanics or even a given genre of games (unlike what your Forza analogy implies), it describes a game set in a narrative that follows a certain conceit that this game's setting appears to
capture perfectly. Your inability to abstract the gameplay and mechanics from the setting doesn't make that any less true.
By the way, the game you're talking about was already made: it's called Tom Clancy's Ghost Recon: Shadow Wars. It was a great game. Not widely called an RPG however. You must have been livid about it having levels and HP scaling too, though.
As a fan of Clancy's settings and of loot RPGs, I'm really looking forward to this game. It could still fail miserably as either a loot RPG (crappy loot progression, tedious game play, being vanilla D3) and/or as a Clancy game (the virus attack was orchestrated by a time traveling wizard from the moon, and you must learn to use the Force to beat him), but to claim the gameplay doesn't fit the the Clancy moniker, or a modern/near-future setting for that matter, is both inane and shortsighted.
I am comparing things you don't seem to think are comparable, but they are. What conversations do you think they had at Massive when they set out to design an RPG third person shooter hybrid? That it was impossible to even discuss? No, they examined different systems across genres and came up with something they thought was a good mix of elements.
8 pages of different sets of numbers for the same weapon models. Apply that same logic to BF4 applying several different sets of numbers to the same model and you can go through pages and pages of those too. Or, to put it the other way, if each Destiny weapon had only one set of stats, the full arsenal between both games would be comparable.
We're getting lost in the weeds here.
The original point is that bullet sponges are a direct result of level scaling of damage, which posters have declared in this thread to be not only a requirement but the only justification for acquiring new weapons and gear. I disagree and think that you could incentivize players to collect more gear to both increase their lethality - through collecting higher powered weapons through higher level missions and enemies, as well as utility, by having more options at their disposal in terms of more specialized equipment. A form of this is already at work in the big multiplayer shooters. What I'm talking about is splitting the difference between the two: multiple stat versions of each weapon, but not scaling damage.
What I'm talking about isn't rocket science, its simply a much shallower direct power curve to keep things grounded. Numbers of weapons has nothing to do with it like you say (I attached the links to compare distinct weapons because in terms of content creation they are comparable), its a matter of granularity. You can expand that granularity by tying weapons to RPG levels or RNG ranges, or by Division's core stats, or you can add more systemic depth to the combat model and expand granularity with those systems- the "dimensions of loot" I described before.
Doesn't matter though, because ultimately you have decided that having the capability for a level one player to take out a max level enemy with first level weaponry is a non-starter no matter what gameplay systems and scenarios presented. So I think we're just talking past each other and I've been wasting my time trying to describe alternate paths.
I don't disagree with you, but the 'alternate' paths you're presenting describe a fundamentally different type of game from what The Division is and has been described as since day one. What you're saying is that the game could be like Battlefield in progression except with dropped guns instead of unlocks, which is true, it could be, but it's not. As you say most of the big multiplayer already do this to an extent so it's no surprise that, yes, The Division could have been made to be more similar mechanically to a plethora of existing shooters with a similar setting, so if anything the alternate path
is the whole loot RPG progression with damage scaling. It's actually rather refreshing that it is the case. If you don't like the loot RPG gameplay loop of grinding to find that lucky roll of damage + perks + preferred weapon type then you won't enjoy this, but it doesn't make it a problem to fix.