Current AR-15 models in SOG:PF have several issues that could be fixed at some time, to bring the models closer to the real-life counterparts.
Note: in-game AR-15 rifle is called "M16", however it seems that it's supposed to be M16A1, so that's the baseline for my "gripes".
- Wrong buttstock on M16A1 - currently gun is modelled with "E" type stock that has compartment for cleaning kit. However this type of stock was available as early as 1969 (with other sources claiming 1971) - for 1968 setting of SOG:PF the "D" type stock is more accurate (photo from 1968). "D" stock doesn't have cleaning kit compartment, hence (today considered almost "iconic") the need to keep cleaning tools in other places - cleaning rods attached to the handguards, or oil bottles on helmets.
- Wrong handguards on M16 and XM177 with XM148 launcher - to attach the grenade launcher, M16 was equipped with special handguard. In case of short-barrel variants (like XM177), bottom part of handguard was removed, and grenade launcher attached to the barrel.
- Wrong configuration of rear sights - at the moment both guns have two apertures, differently sized, and zeroed at 300 and 400 meters. However in 1960s and early-to-mid 1970s AR-15 used two apertures of the same size (2mm), zeroed at 250 and 375 meters (see also page 2-19 of 1990 Field Manual). A "low-light" sighting system with 7mm "ghost ring" aperture was introduced as early as mid-1970s, used on limited number of rifles in squad, and then carried over to M16A2. See "Additional Information" for further discussion.
- Wrong buffer tube locking ring on XM177 - pre-M4 carbines used design without the "notches".