I don't like "I had a complete upper hand and was gonna win then I ran out of ammo, welp, time to flee. Haha, PSYCH, REMATCH" side effect of ammo constraints. Also means missiles are still useful in protracted fights instead of being good for the first or second ship and then be a waste of OP that could have been used on hullmods or caps/vents. Before I could be arsed to go into the files and do the editing, I would focus heavily on playing energy focused ships because they often had no qualms with ammo. Flux was the critical resource to keep an eye on. There was another total conversion mod out there, Fairy, which gave regenerating ammo to most weapons at like a tenth of the fire rate. I don't remember if it had regenerating missiles, though I think pilums were unlimited. I'd have to do dig it out of the mod forums and redownload it.