You still have problems justifying ordnance on a lot of other ships. You still have problems with low pilot rating ships beeing able to even shoot their ordnance at all. I think your fix rather fixes a special case that you are looking for to be honest.
I have no special cases in mind. I am trying to find a means to:
a: make ordnance worth taking.
b: give it an advantage over primary weapons without being a go-to option - keeping true to real life and source material.
c: make specific ordnance carrying vehicles unique in their roles (TIE Bombers, Y-Wing, etc).
I'm not saying that my proposed fix is THE fix and flawless in the current game, but it does address these issues. There are no FAQs required and no changing of the cards/rules.
The suggested fix (with some tweaking) gives players a choice to take ordnance platforms or not .. and still permits them to use ordnance in its current form. It opens up new play styles and list building theory.
All i tried to say is that you do c) with your suggestion and not really a).
I also gave an example where you rules lead to an over the top situation (in my opinion) that completely changes the intent of an existing torpedo. Even though i think it is too expensive Advanced Proton Torpedoes have a reason to be range 1. I think your range incease mechanic doesnt solve the problems that are tehre for all potential ordnance carriers but creates new ones instead.

