Under those interpretations, you're really starting to make little sense with the recoil rules. So you're saying compensated Recoil won't matter, while uncompensated recoil will? But if I fire a revolver, that first shot is compensated due to it giving no recoil. Also, it makes little sense that firing two identical weapons at the same time would cause 1 of them to have heavier recoil.
"Additionally, any uncompensated recoil modifiers applicable to one weapon also apply to the other weapon." To me this sounds like "you're firing without full recoil compensation with one hand, and the toughness to keep that gun under control also affects the accuracy with your other gun, and vice versa." But each weapon still has its own recoil compensation that determines how easy it is to control the weapon. Only when your accuracy starts suffering do both attacks begin to suffer. So fire 2 SA guns without RC once at the same time, no problem. Fire them again and the kick makes it harder to aim right, especially with a double kick. So the -1+-1 on each attack means you now lose two dice on each attack.
Here's another important detail on Recoil:
SR4a p152: Weapons that fire more than one round in an Action Phase suffer from an escalating recoil modifier as the rounds leave the weapon. Semi-automatic weapons that fire a second shot receive a -1 dice pool modifer for the second shot only. Burst-fire weapons receive a -2 recoil modifier for the first burst fired in that Action Phase and -3 for the second. Long bursts suffer -5 (first burst in phase) or -6 recoil (second). Full auto bursts suffer -9 recoil.
Note that the generic rule here is that recoil is per weapon. The specific dual-wielding rule then says that uncompensated recoil from each weapon fired simultaneous applies to all weapons being fired in the same Simple Action. But until you get uncompensated recoil, there's no problem, and this only applies when firing multiple guns in the same Simple action. When you start getting uncompensated recoil, here's what happens:
Say I got 2 SMGs with 4 RC each (the max for surpressed HK-227Xs). I got a Dicepool of 8 Agility + 6 Automatics and a specialty in SMGs. I split my 14 dicepool 6/8, subtract the off-hand penalty for 6/6, then add the specialty to each for 8/8. I fire a short burst with each, which at 2 Recoil and 4 RC is fully compensated.
Then I fire both again, once more with short bursts. Splitting would end me at 8/8 before recoil. Now I got 1 uncompensated recoil on each SMG, which combines to 1+1 and 1+1, so 8-2/8-2 ends me at 6 dice for each shot.
Now say I got Shiva Arms and 4 SMGs. Splitting would go 2/4/4/4, meaning I end up with 4/4/4/4 after specialty and off-hand penalties enter the game. The first burst with each goes fine. But then I fire again. I end up with 1 uncompensated recoil per gun, which stacks up to four times that! Now I got 4 Recoil Penalty on each attack, meaning I'm left with exactly 0 dice for each of the four attacks... If I want even a chance of hitting, I'll have to add my Edge to the pre-splitting dicepool for, at an Edge of 4, 1 dice per attack... Or I play it smart and only fire 2 of them in the second Simple Action, landing me at that 6/6 mentioned before.
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That also brings me back to OP's question: Since you are firing 1 SS weapon in your first Simple Action, then another in your second Simple Action, you do not suffer from recoil since each weapon only has 1 round leaving it in that one Action Phase. And similarly, if you have poorly-compensated SMGs, you can fire one with your one hand, then fire the second with your other hand and avoid the recoil.
Of course you suffer an off-hand penalty unless Ambidextrous, and you don't have a spare hand available to reload so would need to drop one weapon before you can reload the other. Not to mention being detected faster due to carrying more weapons on you and being remembered faster by people.