The GOMS approach to user modeling has strengths and weaknesses. GOMS can be used to model how skilled people will use a system. Designers can develop laboratory usability studies as an alternative to GOMS. However, designers may have to provide extensive training for usability study participants. GOMS gives designers the ability to make quantitative predictions about skilled behavior without having to train people. The keystroke-level model provides excellent quantitative fits to the performance times of skilled users during error-less performance. The keystroke-level model parameters have been proven to be stable, thus performance in similar new situations can be accurately predicted. Parameter-free estimates makes the GOMS approach useful in design because it allows comparisons of different design alternatives. GOMS can be used both quantitatively and qualitatively. If, for instance, you have to choose between two systems, GOMS can be used to predicted the performance time and learning time trade-offs of competing systems. GOMS may be used to discover usability problems. Analysts are forced to focus on the structure of the task as the user sees it when developing the goals and methods definitions in GOMS.
Card et al. (1980) provided the most detailed list of the weaknesses of GOMS. The weaknesses are as follows: