Ok, I realize the title is a bit wierd, but I realized that agents don't have much identity because they are the False Professionals.
But, my point is this, Give all profs different Aimed shot scales.
And, give agents the top scaling rank, followed by all the other profs.
For example, let agents keep 95 skill as the amount needed for an increase of 1 multiplier, BUT, make other profs depending on their traditional abilities have higher skills needed to reach the same multiplier.
Consider:
An agent, an assassin, skilled in the arts of concealment and spying. quietly crouches, takes aim, and fires a life threatening shot.
An adventurer, running, in morphed form evading hits and dodging bullets, who, in a split second turns and fires, but, has no time to aim, and, instead of a life threatening hit, only grazes the target.
Why would the adventurer cap the hit the same as an agent? It makes no sense.
So, I propose: Let the 3 second aimed shot cast act as a crit multiplier, so that:
at 3 seconds you gain all your crit multiplier, but, you could fire an instantaneous Aimed shot, which would hit the target, but at a far lower multiplier.
For example, from 0 seconds to 3 second you could simply interpolate the Multiplier, resulting in in a greater hit IF you were willing to take aim longer.
IMO, aimed shot should have longer potential on certain weapons, AND, require different lengths of time and have different maximum multipliers.
For example, a rifle could have a longer maximum setup time, (4 seconds), but have an unlimited multiplier, BUT, a pistol would only have a 1 second setup time, but only have a maximum multiplier of 6X (for example)
Depending on the attack time and class of weapon, the length of setup would be proportional, and the multiplier would be similarly related.