Delta green?

I take issue with only three things.

>>The double tap rules mean that shooting someone twice with a rifle does more damage than emptying the magazine into them
Actually double tapping is better on average than any attack so long as your firearms skill is 40+, but mostly: it's in a big sidebar labelled "OPTIONAL RULES". Just don't use the optional rule for double taps at your table.

>The rules for recreating bonds mean that, if your sanity is low, you're better off letting a bond hit 0 and then trying to reestablish it with a CHA*5 test, rather than trying to salvage it by maintaining responsibility
Wrong. Creating a new bond is EASIER, but the cost is higher; creating a new bond saps 1d4 from another bond. Now, as long as your CHA is higher than 9 this trade will work in your favor...so long as you never burn bonds during play ever again.

>The interrogation rules are an opposed Persuade test. Instead of rolling POW*5 or Sanity to resist torture, you roll Persuade (to ask them nicely to stop?)
Or, roll persuade to convince them you know nothing/are telling the truth? I agree it's a little odd but it's not unreasonable.

>The agent's book gives bad advice about what stats to invest in. "Combat characters" need high DEX, but all the backgrounds suggest CON and STR instead
No, the book gives advice on what stats would serve that profession in an in-game context. It's not mechanical char op advice, it's "a soldier would have good str/con because that's literally the job requirement"

Dang! You're right. I forgot the AP value of rifle rounds.

This discussion leads to the question of how much detail is needed in the combat system of a game that puts the emphasize on investigation and interpreting clues rather than combat?
Cyberpunk 2020 for example is a game which often emphasizes combat. Therefore, it requires a detailed combat system - it has rules for single shot/semi-auto fire, auto-burst, full-auto on specific targets, and suppressive fire.
Does CoC/DG really need that much detail? The authors thought no and so do I, but I'm also the kind of guy who has no problem making a house rule should I find something missing. If anyone wants more granularity because they want to turn classic DG into Rainbow Six: Delta Green, just do it - you're the DM of your group. Feel free to make differences between 5.56x45mm, .300 Black Out, 6.5mm Grendel, or between an Aimpoint Micro T-1, an EOTech 553 and a Trijicon TA01NSN ACOG.

>The agent's book gives bad advice about what stats to invest in.
First rule of a Delta Green operative: "Never trust anyone. Not even the Agent's Handbook."

>Does CoC/DG really need that much detail? The authors thought no

If so then they shouldn't have written so many adventures that end with a firefight. It's clear that "going loud" is intended to be a part of the game.

About that, how does it compare to Trail of Cthulhu? Do ToC also end the investigations that way?

Can't really say. The only published Trail campaign I've ever played was a conversion of Beyond the Mountains of Madness. We ended up going in a very different direction with the ending than the scenario designers intended, skipping the climactic battle scene entirely. But that module wasn't written for trail to begin with, so it doesn't count.

It's clear from reading the rules though that combat is even less a part of Trail than Delta Green though. Monsters are suitably deadly, but if you actually run them by the book, shootouts are almost silly. The way the damage values work, both sides end up chipping away at one another's health bullet by bullet. Automatic weapons merely grant a small improvement to chance to hit, and the biggest gun you can get your hands on will knock off two HP more than a .38 special.

For the one shootout at the end, I find the system sufficient. Like I said, if anyone wants more detail, he can make some house rules.

Depends on the scenario. Masks of Nyarly is pulpy as fuck and, I'm told, consists in large part of jetsetting around the globe, kicking in doors and blasting cultists - but I haven't personally played it.

I am familiar with The Friday Group, a four-part mini campaign in the style of Tales from the Crypt. I've run it twice.TFG is extremely purist, and the only fights that occur are the ones that the investigators themselves decide to start.

Love it! I have run Convergence about 4 times now for different groups and I enjoyed it every time. My favorite was when I ran it for just two players, that were going in Mulder and Scully style

>Depends on the scenario. Masks of Nyarly is pulpy as fuck and, I'm told, consists in large part of jetsetting around the globe, kicking in doors and blasting cultists - but I haven't personally played it.

I'm pretty sure that's Call of Cthulhu, not Trail. Is there a conversion?

>Does the older material make full use of the d100's granularity?
It's based on Call of Cthulhu, so yes.