The rule for Coherence is that not hitting at least one thing has a penalty, so it’d be difficult to tie it to damaging something because most of the time, not all of your shot hits an enemy. In development, the first version of the rule was that bullets that miss did have a cost, but that was (in my opinion) not fun to actually play well, so I changed it.
I agree that there should be more guidance towards the idea of avoiding firing, but I didn’t have any good ideas for how to make this clear in-game, short of a “quest marker” system that explicitly points you towards the next stage of play (a more explicitly labeled, attention-getting version of the thing where bars appear when they first become nonzero).