I had a thought the other day and this may have been thought of already but here goes anyways. As has been said a lot, munitions (missiles, torpedoes, bombs) are often not worth their cost. This is particularly true with the older, higher cost ones such as Proton Torpedoes, Advanced Proton Torpedoes etc.
The trick is to make these have more utility without overpowering the cheaper ones (like Proton missiles.
So I thought what about a modification, similar to munitions failsafe, that is 1-2 pts that allows a second shot by discarding the mod on the first fire. Let's call it "Fully Loaded". This is different than failsafe because if you do damage the first shot, you can still use the weapon one more time and do damage again. Make it only work on munitions that cost 4 points or more to keep the more balanced, newer munitions from using it.
Using a proton torpedo as an example, it costs 4 points. Add an additional point (or 2, haven't playtested the balance on this yet) for "Fully Loaded" to make it 5 points total. Now you have two chances to fire the single weapon. If you miss, you get a second shot. If you hit only one damage, you can try again on another attack. If you hit hard, you can have the chance to hit hard again.
It gives the weapon essentially a cost of 2.5pts for the 4 dice. And of course munitions are also balanced by their need of a TL, range restrictions and the opportunity cost lost of using the mod slot.
I think this is a cool and possibly one of the few ways to add usability to older munitions that are overcosted without bumping up the cheaper stuff.
Thoughts???