Well, as you said, range matters to determine if something is bombardment capable artillery or not. I believe penetration and armor are also functional in land combat so that's 5 fields. I haven't tested penetration/armor myself though (can a "Squad" device have armor? How does it interact with anti-armor? etc.). Ultimately the land combat model isn't overly sophisticated though.
So when it comes to "Squad", "Army Weapon", "AFV", "Vehicle"?, "Engineer"? you have to following active fields when it comes to land combat.
Range: Determines if it's an indirect weapon or not.
Accuracy: Does nothing.
Penetration: Probably functional, presumably interacts with armor somehow. From what I've gathered anything with a penetration value functions as anti-tank weapons which is why normal infantry "Squad" types had a value of 0 (otherwise they would be way too effective against tanks), but I don't know the details.
Effect: Does nothing.
Ceiling: Does nothing.
Armor: Protection, presumably interacts in some way with penetration and/or anti-armor.
Dud Rate: Does nothing.
Anti-Armor: Some kind of effectiveness value against armor (AFV, vehicles?).
Anti-Soft: Some kind of combat effectiveness value.
Load Cost: Does nothing. Although it of course matters when transporting the device with ships and planes.
DISCLAIMER! I'm not a developer. Those were educated guesses. The information may not be correct!
You could make a custom scenario to test this if you wanted using devices with exaggerated values. A bit tedious to setup and run, but then you wouldn't have to rely on hearsay.
< Message edited by cardas -- 5/8/2017 8:30:12 PM >