I disagree, JackVII. As someone who's fired over 20,000 rounds during training alone from my service weapon, I can vouch for the fact that the skill of shooting a rifle is not equal to the skill of maintaining it; they are two separate things completely.
There are already few enough uses for the armorer skill. To my mind, if you want to make a character that is supposed to have a military or otherwise professional gun-slinger background, you better take at least ONE rank of Armorer, if not more.
Same thing with deckers, as you can be the world's best hacker but if you don't know how your tech works (represented in-game by the Hardware skill) you're taking a risk; no amount of coding is going to bring that bricked piece of electronics back to life.
To my mind, the Street Sam claiming that "Because I know how to fire my assault rifle, I also know how to maintain and/or repair it" is exactly the same as the rigger claiming that "Because I know how to drive my vehicle, I also know how to maintain and/or repair it" or the decker claiming that "Because I know how to use my deck to break into places I'm not authorized, I also know how to maintain and/or repair it".
Almost every active skill that uses a piece of equipment has an equivalent technical skill that is used to repair it. Taking away from those skills when they're already weak further reduces the need for players to take them, which further encourages the kind of min/maxing a lot of people are complaining about. If we want more breadth of skill assignments, we'll have to come up with more uses for the lesser-picked skills instead of making skills that are already very good (Automatics, anyone?) even better.