Well, on my server, I plan on modding quite a few things. Ammunition weapons have definately come up, though, and here's what I plan to do to make them more useful:
Mines: About half their current cost per mine. They don't track real well, but they should be inexpensive, justifying heavy usage. They currently don't get used hardly at all, and I think that needs to change. Maybe an increase in live time is justified, as well.
Missiles: Better tracking. They do quite a bit of damage, but the tracking simply isn't good enough for the price you pay. It is so easy to throw off a missile it's not even funny. They need to A) move faster and
turn faster. Low-sophistication/high-payload missiles simply need to move FAST. What's the point, otherwise? Maybe a price reduction will be implemented if the new missiles aren't deemed worth the price paid per.
Torpedos: This is an issue I'm not quite sure on yet. I would like to add PC capital ships, but as it stands, the FL universe simply is not made for capital ships to be used as PC ships. I would most definately like to have NPC patrols with capital ships in heavily populated sectors, though. If PCs don't end up getting capital ships, I'm thinking of doubling their speed, or maybe even increasing it to triple. The simply aren't useful in their current state, and without capships in multiplay, I See no point to them until they're changed.
As a side note, I'm also thinking about making all the "Misc. Equipment" slots (except the thruster, for obvious reasons) interchangable, allowing for your choice of CM, Mine, or Torpedo in any of the three slots.
Anyone think any of these changes are bad? If so, lay off on the flames and simply explain why.