That 'fix' is not a fix. It's terrible.
Oh well. :|
Don't be such a Debbie Downer.
It's not the only fix. There are also cheaper munitions. There are also pilots that handle munitions better. There is probably some other cards that aren't fully revealed that will also impact the way munitions work.
What this does, is give you extra shots, for only 2 points. If you run a TIE Bomber, this means 2 points give you +3 shots. If you run a Y-WIng, you can have 2 bombs. It gives a ton of options. Try and look at what it does, rather than what it doesn't do.
How does the existence of more munitions & different pilots fix ordnance in general? It almost does not matter (so long as the stats are sane) how fancy you make a missile - you're still rolling unmodified dice. It's nice that certain pilots have the spare action economy to use ordnance more effectively (which was true even prior to the W7 spoilers), but that's of little help to them as an overall upgrade option.
I posit to you that if a player could just about any current ordnance option at R3 against an opponent and modify the roll, it would probably be worth the points & a viable inclusion in some lists. Having multiple shots is more or less irrelevant - you want them as an R3 option to deny bonus agility dice, and those engagements are not easy to create if your opponent knows what's up.
I don't think it's being a 'Debbie Downer' to say that this looks disappointing and probably won't see a lot of play (though, again, bombers may use it).