The thing is though, that crunch on numbers? It's totally within the game's structure to have you decide when the players are low on ammo, or out entirely. I mean, using Click Click is one thing, and I will damned well use it because it's awesome, but - "OK, so that last fight left you guys really depleted on ammo. You could probably only make it through a maximum of 3 rounds of combat before your weapons are out of ammo, barring any despairs" is a legitimately easy way to cover it without crunchy numeric values for each weapon type. That way it's at GM discretion, and more importantly, it's very aligned to the narrative structure.