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This is far more reasonable. The OP's suggestion would honestly just break Fully Loaded IMO as even with its currently bugged throwable pickup values (for those unaware, the 1% increase doesn't make a 5% chance into 6%, it makes it into a 5.05% chance), it's still a fine skill.
The issue then becomes how to do it. Currently a player holds his deploy to deploy an ammo, and needs to hold his interact key to take ammo from an ammo bag. You could make the interact a conditional so that if a player has full ammo then holding would deposit instead withdrawing, but I question the reality of being at full ammo long enough to deposit. Maybe it could work.
Of course there would have to be balancing tweaks since this would allow a pair the ability to give a pick-up rate to weapons that don't normally have one.
Too bad something like that would only really be balanced for the hour long heists.
It's a needlessly roundabout way of generating extra ammo bags, I think. It's a lot simpler to just generate 1 Ammo Bag deployable for the player after every 1000% weapon ammo picked up. Obviously, there would still be a max of 1 or 2 bags depending on the player's skill selection. An upgraded Ammo Bag carries 600% ammo, so that seems fair.
Alternately, if you want to avoid counting ammo twice, change the Ammo Bag deployable. Once both bags are deployed, replace it with a "stash ammo" action which would draw 50% ammo from both of the player's weapons and fill up a bar. Draw enough to total 1000% and you gain a new ammo bag.
Naturally, both of these options would require equipping the Ammo Bag deployable, but that seems only fair.
We know from discussions with Jules that that's not what he meant when he wrote that description. He meant to increase the chance to grab a deployable by 5 percent points, rather than 0.05 of the original drop rate. The was intended to ensure you'd get a throwable back fairly regularly. The latter has such negligible effect it's not worth mentioning in the description.
I wasn't thinking about generating new ammo bags, but rather refilling existing deployed ammo bags. This would at least add in slight strategic element of placing it in a good defendable spot, rather then anywhere at the spur of the moment.