Listen. I'm not trying to make some false assumptions (like someone else), and I'm just saying my opinion. I understand that you don't have to like even a tiny bit of what I've said.
Also it's quite funny hearing this from person who thinks that ammunition addition would be nice.
Anyway, how using shops is cheating? Plus, I find it quite logical that lone person should not be able to use huge ships.
The shop economy is still a bit unbalanced. It is a lot better now, but at the time I wrote my previous reply I was a bit angry at you for being against literally everything I said. It currently is actually quite good with the recent price changes. Only when you previously had a large ship is it still unbalanced, but when you start over it actually is fine.
My logic for having damaged based ammunition (key work here is damage) is that people can currently just constantly nuke other players. There would be a high initial value, which can then be increased further to a certain level. That level would be a set amount depending on what weapons is being used. It could then be recharged by a station based charger for weapons. The charge could also be reset by building a new ship. If weapons only do up to about 400 damage a second, then then no charge would be lost. Charge loss would be determined by the total amount of damage each weapon of that type on the same ship can do, and each computer has its own charge. Charge increases on a decreasing curve when the dps gets larger, until said hard cap is reached.
I feel that that idea would, as I said, limit nukes per fight, and it also would create an interesting mechanic for the game.
The difference between that and your "wear and tear" is that it isn't random. Because that is the biggest flaw with that plan: things will break at times they shouldn't break.
Second flaw is that it also applies to other blocks that are necessary for a ship to function. You don't want to suddenly lose thrust, power or shields.