I agree. Unfortunately, from playing a bit with the numbers in the sheet, that can not be achieved with the current to-hit equations. Do try it out yourself, everybody should be able to edit the spreadsheet.
The best way to get that effect would be to change the RangePenalty equation. The important part:
Which is the same as:
This means weapons have a flat hitChance until WeaponRange, and then drop off linearly until 2*WeaponRange. And since WeaponRange is per-weapon and not per-weapon-per-shottype, the accuracy of a shot-type will always be above or below the accuracy of another shot-type, regardless of the range.
I guess the easiest would be to make the WeaponRange depend on shot-type. That would be a pretty ugly solution, but would allow for bursts with a higher short-range accuracy, and aimed shots with a higher long-range accuracy.
A slightly nicer way would be introducing a "RangeLimit" parameter, defining after how many ranges the RangePenalty reaches 0, and change the equation to:
A weapon/shot-type with a low RangeLimit but a high Range would have a short plateau, but a long, gentle slope.
A weapon/shot-type with a high RangeLimit and a low Range would have a long plateau, but a short, steep slope.
Of course I don't know how feasible any of these suggestions are...