The fireball pistol question also raises the reason I love GURPS and why so many people don't.
There are rules for making such a thing at all.
Most games will either have the fireball launching gun in the weapons table, or it's not available at all.
This is the soul of what GURPS IS!
Generic. Universal.
That means a lot more work for the GM in both creating the world, but also informing the players of the definitions and boundaries.
What does having magic, mages and enchantments mean to you? Does it mean the same thing to your players?
What are their assumptions?
World specific games define everything and set the boundaries starting at character generation.
GURPS puts that on the GM.
I'd rather have the flexibility to go anywhere and do anything.
What other game has actual rules for a magic fireball firing single action revolver and a light-saber built right in?
It will, you'll find, be a rather short list.
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