You could change your loadout, and let ships take even longer to kill. It doesn't solve the problem, it only moves it. Hi-Cap engineering also moves the problem. With Hi-Cap, you can kill one or two more ships than you can with Overcharged, but then your time to kill each ship is increased. Someone who likes four cannons on a DSB, for example, is still not going to get far with 240 shots at unaltered damage. With a modest increase to ammo, 180 Overcharged shots or 360 Hi-Cap shots would do pretty well.
Yes, you could also add in lasers, but with resistances factored in, lasers are just all around poor weapons. Overcharge them and their damage will drop off after 500-600 metres, or long range them and have poor damage at all ranges. They're nice for utility, but when each target is taking longer to kill, taking more lasers on your ship is just acquiescing to the gradual unbalancing of the game and accepting a longer grind. I use lasers, but I use them sparingly, especially playing in Open.
I see no good reason yet to reject an increase of ammo amounts by a modest portion.
So what else should we fix with a modest change? there is always going to be things that can be fixed by a modest buff here and there, and the round and round we go with modest buffs to increase performance.
And most of your reasons fall flat due to the stubbornness of refusing to change your game style... because it is "slower", but it isn't, if you factoring in travelling to the station to re-arm, or the time to collect materials for synthesizes, these are the OPTIONS, you have to choose.
1. Stay longer in conflict zones, and kill stuff slower, but do not need to spend gathering material for synthesizes or go back and forth to re-arm.
2. Kill stuff faster, but have to spend time to collect materials and/or go back to the station to re-arm
It is all about choices, you have choosed a loadout, and now you refuse to change it, because of lazyness. My PvE Corvette was a pure Laser loadout, because of pure staying power... I could stays for hours in a Conflict zone, or pirate hunting, etc, etc. Did I kill the most efficient way? No, but I did not need to go re-arm all the time, as my friend with a mixed loadout. And in the end, I made more credits with this build. It is about choices,