You also need to understand that there are far more penalties in play than just the recoil modifier. You have range for one, penalties for shooting at a moving target for another, any penalties the shooter accrued by moving, and also penalties for firing from cover.
Example: A character uses a three-round burst from a Beretta 93-R. At Medium Range (anything from 5 to 20 yards) she has a -50 to hit. A Moving Target is anywhere from -10 to -20 depending on the pace. If the shooter moved (up to 25% of the movement allowance) she's facing a -20 and can't fire at all if she moved over 25%. If she hurries the attack it's an additional -30, and if she's firing from cover there's an additional -25. That doesn't include penalties for the target being in cover. So an attack against a moving target at Medium Range would have an automatic -70 to hit, -100 if the shooter rushes things. 9mm maxes out at 19D, but if her final attack roll is a net 62 she's doing 6A and the next two shots actually miss or are just no-point grazes. A a higher-level character would have better results, but you're still looking at the damage cap and dropping from there (so 19D, 12C, and 10C more or less). In rifles and carbines, most three-round burst weapons are 5.56mm, which has the same crit spread as 9mm but more concussion damage (31, 15 and 11 respectively.
And from a gamist perspective, there are relatively few weapons that actually USE a fixed three round burst, and the bulk of them are military-issue assault rifles and are in lighter calibers. In espionage gaming you simply don't run into them as often because stealth is key, so it's easy to keep them out of play if you want. I've actually seen more characters killed by double-taps from .45 ACP in test sessions than I have three-round burst kills (especially with pistols). And that's because .45 ACP caps at 31E. A double-tap is two attack rolls, but with the higher damage potential (and range of crits) lethality is more common.