I would very much like that, yes, if you could.
I'm writing from memory here, so it might not be 100% accurate, but it's more or less like this:
The damage you see on the UI is: minimum damage = min damage value/reload time value, maximum damage = max damage value/reload time value. If I remember correctly, the displayed damage will change only if a research increases weapon's damage or changes reload time, while attaching leaders to squads increase dps by up to 50%, but doesn't show up in the calculation.
What is not included (There are other things but those are the 2 big ones, there's also minimum damage, setup time, another armor piercing value that works alongside the AP table, special modifiers that deal damage over time like flamers and probably more I don't remember).
- weapon accuracy: tooltip says it's included, but it's not. Accuracy for most weapons ranges from 50% to 90%, changes when the unit is moving, with upgrades, effects and leaders. There are also weapons that don't use accuracy, but deal AoE damage and scatter in random directions.
- armor piercing: unmodded DoW has 15 or so armor types (across infantry, commanders, vehicles and demons, tooltip only gives you the general idea which unit is which, the type you see in the game is NOT what the unit is in the editor) mods can and do add more. Each weapon has a table with AP values for all armor types, for example a weapon that has 50 for infantry_medium will deal 50% to units with that armor type.
Now, you'd think weapons deal 100% to unarmored targets, then progressively less to heavier armor. Nope. Most weapons deal about 50% across the board and 10% to vehicles and buildings and the other way around for dedicated anti-armor weapons like lascannons, so generally weapons deal roughly the same damage to orks and marines in power armor. Some weapons have very high damage but low AP values. Basically they created a really complex system and never utilized it properly, so it just ends up being obtuse. Unfortunately most mods do the exact same thing, while adding a ton of new units and weapons making the whole thing even more confusing, some add weapons that have completely different damage and AP values than vanilla weapons and use them alongside. Even if someone implements some sort of system for armor/damage in their mod they never explain it.
The only mod that approached some sort of clear system for armor/damage is FoK because it tries to adapt tabletop rules, but in my opinion that doesn't work very well either.