I think you misunderstand my terms guided Fire-and-forget and fire-by-wire mean something objective, and should not be confused with the unguided "dumb" missile like LAW. I'll define:
1) You aim the LAW rocket at the treads on the tank, and fire, your skill is directly impacting results of it hitting the treads, rather than the heavily armored Glacis, much like in melee you would aim for the neck, rather than the center of the breastplate. This is a fairly close in weapon, you fire in a straight line and it hits, within one round. This is called an unguided "dumb" missile.
2) You aim a stinger missile at the cloud of heat generated by an airplane a mile off the ground, it gets a lock, you fire. It closes in on the target, tracking the heat source desite turns. Rounds later it makes close approach, the onboard computer flips into terminal mode, it locks onto a single heat source (one engine) and executes it's pre-programed terminal attack (Either direct impact or proximity detonation.). This is a guided, Fire-and-forget missile.
3) You Aim a Tankbuster missile at a Tank, you get a lock, you fire, it keeps scanning the target, rounds later at a certain moment it enters it's terminal mode, executes a pre-programed terminal maneuver and pops straight up and then vertically down on top of the tank at the thinnest armor. This is a guided, fire-and-forget missile.
4) You aim a TOW II anti tank missile at a tank, you fire it, it spools out a wire behind it which is attached to the launcher, as long as you keep aiming at the target, the missile will keep correcting course and chasing it, until it runs out of wire, then it will just run straight until it hits something. This is a guided fire-by-wire missile.
5) You aim a Hellfire missile, while I am at a distance, closer to the target, pointing a laser pointer on it. Hellfire locks onto the point of reflected laser. You fire. I can then move the laser around, the missile will ignore all else and chace the little dot. A variant Fire-by-wire guided missile.
In example 1, You weapon skill is relevant, you are in every traditional sense of the word executing an attack, your skill vs the target's DB and all that. Roll attack, consult the table, yada yada.
In examples 2 and 3, you are executing a pass/fail maneuver. Can you get a lock on the target or not. . .once you do, the actual attack is executed by the weapon, based on logic programmed into it at manufacture. You execute say a moderate maneuver (Or hard or Easy) based on the circumstances, if you make the maneuver, the weapon has lock, you fire it. . .it will then spend rounds chasing the target until it gets close, then it will execute it's terminal attack. . . .the details of how well the weapon performs that terminal attack are a bit out of your hands. As a human, your job was to get said weapon into range, get a lock, and fire it, the actual attack is executed by a really basic robot inside the missile. (Or more properly, IS the missile) in other words, you might lock and fire, but the weapon itself should have an OB. (Heat Seeking surface to Air missile Mark I 50 OB, Mark II 75 OB, Mark III 100 OB etc etc, or something like that).
In example 4, the missile launches, and you're remote guiding it with the scope or a joystick, which is nerdboy work, it that's a weapon skill, then so is Doom II.
Example 5 is tough, you're firing the missile, but I'm guiding it, so who's skill is relevant? (And is that a weapon skill)
I played a lot of Twilight 2000 and Dark Conspiracy back in the day, sorry, it all came back to me in a flash there.
The weapons listed above are 1980s-1990s weapons. . .they've gotten more and more "smart" since then. . . .and we're talking well into the future here.