Let's clarify something.
The reason that the jam automatically misses is because in combat a botch with an ordinary weapon (anything from a fist to a knife to a machine gun to a laser blaster) is limited to "you missed and lose the next attack". That is because combat is already dangerous enough that that much of a botch can kill you, and because there are so many skill checks flying back and forth that the probability of a botch has gone up significantly (the more rolls you make, the greater the probability that one will botch).
If you are using a gun in a non-combat situation, such as sniping, that limitation is eliminated. You could have the gun explode. You could have the gun jam but the target be hit anyway. You could shoot yourself in the foot. You could misfire. You could shoot one of your allies, or your equipment. You could drop the gun. You could give away your position before getting off the shot. You could slip and fall from your perch. I could come up with a really creative botch list for the use of a gun in a non-combat situation.
Now, I could say "You missed and lost your next attack," but since four out of five players will ask how that's possible, I try to provide a color-based explanation. It doesn't matter whether the gun jammed or misfired, or slipped out of your grip, or the kick jarred your arm and left it numb for a moment. What matters is that you missed on this attack and lost the opportunity for the next because you had to do something else (whether clear the jam, clear the misfire, grasp the gun afresh, or shake the numbness out of your hand). It's more trouble than I want to keep rotating the results when the results are color, particularly since I've got a lot of other things to create in combat color as I track attacks and defenses and try to make sense of the rolls versus the skills used.
--M. J. Young