Yeah there might be small. My opinion is that the spread should be small enough so that you can accurately shoot while moving in CQB. I don't think "random spread attachments" should make this possible or not, it should be core gameplay.
Real life militaries will also teach you to fire by the barrel line in CQB, not aim down sights.
This is right but won't translate very well to the gameplay. I tested this in another Hardcore game where all projectiles followed the actuall barrel and animation. Noone was hitting anything and only SMGs with spray 'n Pray where used after a while. This worked well in AA2 because the animations are extremly stiff, ugly and outdated.
With more detailed and realistic animations, you won't hit anything. And you can't controll the animations like you can control your arm in real life. This system does not translate very fell with more detailed animations.
The spread is there but i's reasonable and helps the gameplay. Without every weapon would be a laser beam (on first shot). and getting a headshot from sniper distance with SMG is just not fun to play. AA2 was never a MilSim, it was a bit more realistic tactical FPS which always was designed to be more about fun then realism.
I understand that most of you want the game to be as close as possible to AA2, but some features won't translate to a modern engine/animations or basicly anything that well. And attachements mostly work more on the "realistic" way.
Sight attachements for example affect gunplay only when you aim down sight and will reduce sligtly the recoil and or the spread. Non of the attachements will be a massive gamechanger but added up with 2-3 attachements on a gun, you can push it more towards a gun fitting your playstile.