+Hans-Christian Vortisch dropped me a note on another forum he and I share, which basically (my words, not his) said “um, you were lead playtester on Tactical Shooting, lasers aren’t that different from guns, and your long-winded post is why I wrote Tactical Dodging in the first place.”
He’s right, and it’s a valuable addition to the conversation.
Tactical Dodging: from GURPS: Tactical Shooting, p. 17
The key bit here is that the GURPS Attack maneuver, the one that allows a real defense, may not be combined with certain things – notably Aim. If you want to use the sights, or go beyond that and even Aim, you must do All-Out Attack (Determined), which fixes the problem right there by disallowing a dodge.
The Tactical Dodging heading has a section Restricted Dodge Against Firearms that has very explicit rules about what maneuver choices will enable a follow-on dodge, and ties in to perception and situational awareness – you have to be “watching” your attacker in order to Dodge.
There are some neat rules here that +Peter V. Dell’Orto would describe as “roll-heavy” (correctly) that I can think of for how many targets you can be aware of.