So I know you can trade in weapons that are at least 1 tier harder to obtain than the item you are Requisitioning, in order to make the test easier by the difference in their Availability.
However, logically, a modded item is more difficult to obtain (represented by having to make an additional Requisition test to acquire each Mod).
So my question is, when trading in a weapon that has one (or more) mods equipped, how do you calculate the Availability of that weapon? It is logically going to be higher than the Availability of the base weapon, but not as high as just adding the modifiers of the weapon and mods together.
Does anyone have any insight as to how this is meant to be done RAW? Or if not any methods you (and your group) usually do it.
The only way I can think that RAW seems to allow/give the ability to do is to remove all the mods yourself, and then (providing they aren't ruined during the process) have a bunch of mods and a weapon to train in separately. However this seems incredibly inefficient, both from a min-maxing player point of view, as well as RP wise. There's no point a (possibly unskilled, probably less skilled than the people it'll be sent back to) PC attempting to remove mods to the weapon, before sending it back instead of letting the 'professionals' do it and sending the weapon back as a whole (which you may well have acquired it as).