I don't mean to be rude, but this is fundamentally incorrect and not applicable to type of hit system used in JA3, described in this very update!
IWD, Fallout, and most of the renaissance-era cRPGs used probabilistic hit systems rooted in rolling dice. In IWD and all of the Infinity Engine engine games, "chance to hit" is never displayed! All except IWD2 use something called THAC0 - To Hit Armor Class 0, a threshold reference value by which you understand your chance to hit something based on the roll of a 20-sided die. Fallout 1 & 2 used a GURPS-like system loosely based on d100 rolls.
Rather than get bogged down in the minutiae of exactly why you're incorrect, I'd rather focus your attention on the fact that what was determining hits or not was the roll of dice, that's the probabilistic component.
JA1, JA2, X-COM 1 & 2, and JA3 don't use this type of system. They use ballistic modeling, which computes bullet trajectories. There is a "random" component, owing to how they account for marksmanship skill and what it does to the sway of the firearm, but it is a fundamentally different system than the games you are trying to compare it to. Those fundamental differences are precisely why it makes sense for JA3 to not show CTH, and why if they wanted to show it, it isn't a simple matter of "just" displaying the value. It doesn't make much sense that way, and has a lot of pitfalls associated with it. Those pitfalls are described in this very dev diary! Rather, for a displayed CTH to make sense, it would be part of an alternate game mode involving probabilistic (nuXcom) style to-hit mechanics.
That isn't JA, and I think is a waste of their time and resources. The developers are being brave, in comparison to their peers, to do something different than the current trends. I would hate to see their resolve flag and them design and implement a parallel system which dilutes their uniqueness and pushes the game more in the direction of nuXcom, away from JA.
Woody, I think this comment reflects a lack of understanding of how the JA3 bullet trajectory and hit system works. You should re-read this Dev Diary and ask some questions if you need clarity, but what you've suggested here is not really compatible with the underlying mechanics. The existing bullet simulation system is why it's "easy" for the devs to compute when targeted shots miss whether they hit other body parts - it's already being computed by their bullet trajectory calculations used to determine the hit/miss! It's part of the same system that lets bullets pass through enemies and material, potentially hitting others. What's different with their targeted shots is that they've disabled the missed shot striking other parts, even if the computed trajectory says it would have. They say this could confuse players, but I don't think that's the case.