FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based.
OldFatGuy: Could you comment on the enhancing and making the FPS elements more challenging??? If that's euphemism for requiring the preciseness of the mouse/keyboard combo, then that's a deal breaker for me. I'm guessing that's not the case though since overall the mod reads like it's goal is to make things more realistic, not less.
But that's how it reads because of the "faster" and "more player-skill based" (as opposed to more character skill based). Reads like it's made for mouse/keyboard players.
Some of the changes make tweaks to the existing game elements such as Global Damage or how much Weapon Skill and Weapon Condition affect accuracy and damage. Others add wholly new elements such as a chance to "Dodge" attacks based on you unarmed skill, a hot key for throwing grenades, and the ability to Sprint or go into a Bullet Time mode. Both Sprinting and Bullet Time use Action Points so there are now perks that increase AP recharging. That's just a fraction of what's in the Combat Menu, there are also a number of other areas all with their own adjustable settings. If you are really curious the best thing to do is download the mod and read the manual that comes with it. Big mods like this come with full manuals that, sadly, rival the size of the actual game manual.