Agreed. It would help if it got in-depth too, with the material of both the weapon and the target having an impact. An Ebony Sword hitting a man clad in leather would bear almost no mark of such a thing, while hammering away with a steel sword at a man in plate armor is going to screw that sword up. That said, weapon repair should be simpler, but add a bit of time consumption to balance it out so you don't just do a one second repair after any fight.
Exactly Ben.
Of course weapons last longer when well maintained. Weapons found in a wasteland should start off in poor condition (unless they were stored well). Once a weapon is repaired then they should last a good while. Perhaps a character's 'Repair Skill' could be used to help calculate weapon degradation - indicating how well (or poorly) the weapon is cared for. A high skill would have practically no problems with the weapon, while a low skill would cause problems (jamming, misfire, et. al.).
I hate the breaking factor, unless the game specifically states it's an important mechanic, like if it's a survival game or if the factor fits the setting of the game e.g. Fallout=Atomic Wasteland, half broken weapons would definitely be a thing. I don't mind if it had the breaking element in the game though, I just want it to be done realistically and not have a weapon break after shooting one bullet.