head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Practiced Mastery
A complex immersive sim that rewards meticulous resource management and environmental puzzle solving over raw shooting skill.

Optimization · Pure Optimization
An immersive-sim RPG demanding intricate build optimisation and resource management aboard a hostile alien-infested starship.
System Shock (1994) leans Optimization (Practiced Mastery); System Shock 2 leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
System Shock (1994)
Moderate aim demands with stamina and leaning mechanics as execution layer
System Shock 2
Weapon degradation and limited stats moderate the raw aim ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
System Shock (1994)
All enemies are scripted cyborgs and mutants with no adaptation
System Shock 2
All enemies are scripted with fixed patrol and attack routines
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
System Shock (1994)
SHODAN camera placement and event triggers are opaque until mapped
System Shock 2
Random loot locations and psi powers introduce run-to-run variance
System Shock 2 leans a little harder on optimization, though the gap is small.
System Shock (1994)
Hacking, resource management, and log routing form deep solvable systems
System Shock 2
Deep build tree and resource conservation define the entire skill ceiling
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.