I'm not sure what you're trying to say with the ammo reload rate, but thanks for the tip on the SYSTEM tag. I'm pretty sure keeping them out of any blueprints stopped them from showing up outside arcade mode anyway, but this'll keep them out of there and the codex too (although I didn't mind them being in the codex - fighter weapon stats being invisible isn't great anyway).
Edit: First post is updated with RC3.
What I mean is missiles with more than 1 reload size(say sabot/harpoon/salamander pod) has the same reload rate as their single reload(small slot) variants, this is a bit counter-intuitive as it supposed to get better ammo manufacturing capabilities with medium slot weapons.
Sabot SRM Pod should reload 2 missiles other than 4.
An Annihilator Rocket Launcher with the capability of reloading a single rocket warhead for every 15s doesn't feel much difference with their unmodded version, it could take 75s to generate a full salvo.
Basically, this is all about balancing, luckily Alex didn't change anything in the last patch, I'm more than happy to discuss the rationale if you are interested.
With 0.9.1a update Alex add speed/turn rate tooltips for repear and special tooltip for Squall MLRS, hope you could add them in as well