Ballistic shoud have "limited" ammo, with max ammo scaled with CR.
If you have needler with 1000 max ammo, on CR 25% it will start only with 250 ammo.
With CR 200% it will start with 2000 ammo.
For missiles this rate shoud be 200% \ 25%
CR 90% will result in 20% ammo drain on missile weapons.
CR 200% will provide only 25% bonus ammo for missiles.
Most missiles shoud not regenerate incombat.
If you decide to enable ammo regeneration (this shoud be per weapon group control option) this weapon group will be disabled and regeneration process starts.
Process shoud drain flux, lots of flux, modded ships may handle it, but ship without maxed vents will just buildup lots of hard flux without any viable results (it will overload sooner then any ammo produced)
Flux cost shoud be bound to weapon, regenerating large weapons shoud cost more then small ones, regeneration may cost as much flux, as weapon need to fire.
Regeneration on\off toggle shoud cost 10 second or more.
After 10 seconds of working it actually start to produce ammo, if you decide to stop, you will need 10 more seconds for ammo to load and weapons activated.
This will eliminate option to turn regeneration just for few rounds.
Such concept eliminate "i will just fly around on +75MS to regenerate ammo";
first, you will have ability to regenerate ammo in midcombat at cost of unable to shoot weapons currently regenerating
second, ships with multiple weapons will have chance to shoot constantly if managed properly, extending skill gameplay component.
As i stated before, max ammo limited by CR, regeneration process drain CR by itself, if you already shot 250 nedleer ammo, your CR already not 25%, regeneration process will drain it ever more.
Soo you wont reach same max amount of ammo after reload, it probably will end with 100 or less ammo.
At CR less then 10% regeneration not possible.
Such concept provide a lot more tactical option that regeneration on zero flux and does not require ship to leave combat completely for some time.