I am thinking on other things here, what you describe sounds alot like another thing we have in game. The Fighter hangar... A standard module, that fits 1 or 2 fighters and material to 3D print more if needed.Requiring different types of limpet controllers was a poor design choice. They should have been consolidated into a single limpet controller with context-dependent effects (See here).
With an eye towards how this could be implemented without reworking the whole limpet system, imagine the Universal Controller Hub (UCH): This module comes in sizes 2-8. By itself, it does nothing (like the fighter Hanger). For each size class of the UCH, you can install one sub-module corresponding to the eight traditional limpet controllers. For performance purposes of the sub modules, the Class and Rating of the sub-modules is treated as one lower than the UCH.
Each sub-module has its own line on the Fire Group tab, so they all work the same way they currently do: assign each (sub)controller to a fire-group.
One consequence of this setup is that you could potentially have A LOT of limpets active. If that’s perceived as a problem, you could limit the total number of active limpets to the UCH class (e.g. maximum of 8 on a class 8 UCH). Doing this would necessitate adding the ability to terminate or recall specific limpets (probably from the contact tab like we detonate seismic charges). I like the idea of having limpet controllers run off AMFU-style ammunition.
And we can change what model of fighter.... so sounds like a good start to base a new limpet controller module on..
So if model the revised limpet controller after how the Fighter Hangar works. we would get something like a module that hosts limpets, and we have a slot to insert a limpet controller in. So we can now combined more limpet controller in a single module slot, just like we change what SLF we have in out Fighter hangar.
Then we have some material storage for printing new limpets, if the one we have gets lost/destroyed. We also have room for limpets in the limpet module
So we could have material storage to print 10 limpets per slot, this might be to much!
So if we stick to how the current limpets controllers are (and how this could translte to our 3D printer modules)
Class 1 - 1 Active Limpet (1 limpet slot, material for 1x10 extra limpets)
Class 3 - 2 Active Limpets (2 limpet slots, material for 2x10 extra limpets)
Class 5 - 3 Active Limpets (3 limpet slots, material for 3x10 extra limpets)
Class 7 - 4 Active Limpets (4 limpet slots, material for 4x10 extra limpets)
We could also consider to add Class 2/4/6/8 controllers, that are the same as their closest smaller controller, but have double the material, so they can 3D print twice as many limpets, and they could also have room to store 1 extra limpet per slot so you would more stored limpets ready to be used if one is destroyed.
For ease of use, I think it would be prudent for all limpets controller to share the limpets and material storage, so you do not end up an a situation where your size 7 limpet controller have 4 limpets and material to print 30+, but your size 1 controller is totally empty! This is also in the same spirit of the current system, as long as you have limpets available, you can send them out on any available controller. so that means that the extra limpets you get with the suggested class 2/4/6/8 controllers would also be shared.
So this keep us balanced with the existing system, as you have the same limits on how many limpets you can have.
We have reusable limpets, and a way to replenish those if they get destroyed. No need to have actually cargo racks to hold limpets, as these are now stored within limpet controller. There would be a delay from when a limpet is destroyed and a new one have been 3D printed. So being ontop in suicidal limpets would be rewarded.
Now we also get close to having a solution to the prospector limpet situation. For example if we consider these to be a two part product, one is the actual limpet, and the we have prospector payload
The limpet is reusable and flies to the rock, attaches the prospector and then returns to refuel and pick up another prospector. And the prospector we have infinite of (think DSS probes).
And if the limpet misses the rock, it will fly for a while before it will try to return to the ship, if it hits a rock then yeah deliver prospector, or else gets out of range or make it back. .
So having only one prospector controller will have you to wait for the limpet to return to fetch another prospector, so having more than one such controller might be a good idea.
So this have the big potential to not change the existing balance too much, you will get as many limpets as we currently do, but you get a bigger freedom to have more options. as you can now fit 4 different limpets controller in a size 7, which means that you only need to use single slot, to have up to 4 difference limpets, where today you must have 4 slots for limpets controllers to have 4 different limpets.
Also with little changes people could now bring with them more variations, like having refuel and repair limpets with them to take on those distress call signal sources that we mostly ignore because we do not have the right limpet controller, and in almost all those cases I ahve seen those, I was in a ship with Class 7 collector limpet controller, so I could have done 2 collector, 1 repair and 1 refuel. so a little more stuff todo on my way between conflict zones and station. Now I do not really care and ignored those mostly.
You will also not forget to load up on limpets, or be refused to switch ships due to having to many limpets etc. etc.
So with this increased convenience, we have drawback, in that we have a limited re-supply of limpets, So you need to pay attention and actually wait for them to return is now a thing.
And nothing significant would change from a player perspective on how limpets work or how they
Anyway, just trying to combine several suggestions, without trying to change the balance to much, and reuse existing game mechanics we already have.