Yeah - I just can't make head or tail of that section of the FC is saying. It seems to say that a battle rifle has recoil of 3 - 6 = -3, so even a person with no Gun Combat skill at all can handle it, whereas the recoil of a Zero-G accelerator pistol with explosive rounds is 5 - 4 = 1, so you have to have at least Gun Combat 1 not to affected by it. That seems ... counter-intuitive. It's been a while since I've shot anything, but I'm sure that I found the recoil of a .303 rifle (which the FC would have as 3 - 6 = -3) much heavier than that of a .22 handgun (which FC would have as 2 - 2 = 0).
Later - I realised that that this isn't about recoil at all, but about muzzle climb from the rotational torque of firing a light and/or automatic weapon. And the number of damage dice is a really bad proxy for the muzzle velocity of the round (an HE round and a ball round with the same cartridge characteristic should have the same muzzle velocity and imbue the same rotational torque and muzzle climb, but the FC rules that the HE round has more because it does more damage). And as the rules say, we have to use the base number of damage dice (which I now realise mean the base number for the ammunition class, from a few pages later) not those of the actual ammunition being used, although the section and table entries for snub/rocket projectiles in those later pages just handwave that they "[produce] very little recoil" or "[don't generate] heavy recoil".
Or, I concede , we could just about take the view that both are an aspect of recoil, and the FC is using "recoil" to mean the muzzle climb caused by off-centre recoil, whereas I am using it to mean the kick felt by the operator.