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It's not much but by the palace it means +70 rads per container.
They should reduce the amount of enemies that spawn and figure out a better way to balance out the difficulty rather than just relying on enemies ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ you. That way you won't reach lvl 10 too easily.
As to when you loop:
When you loop they could replace them with Health Cannisters or something like that and reduce the spawn rate, leaving one of 'those' cannisters alone 3 times in a row (if one spawns then the next level has a 100% spawn rate on this health cannister) then the third one gives you a permanent +1 health. (first cannister is 4 health, second is full heal, third is +1 permanent health.)
Alternatively there could be various kinds of cannisters with a very small spawn rate which when destroyed attracts a boss-like enemy which if you kill; the experience of the fight will grant your character with a permanent minor upgrade.
Could allow for interesting ways past lvl 10 to upgrade your character, but it means risking your life fighting a boss. (Cannisters cannot be broken by enemies)
I don't like the idea of perm. 1+ health when leaving some out : Rad canisters are so easy being broken, it would be way to frustrating to see some random bandit shooting it and destroying your +1 health
Enemies can, will and 'should' mess it up from time to time. Though I do think that the cannisters shouldn't spawn in the open.
And they've said that loops will be heavily redesigned so I'm gonna assume it won't be the ♥♥♥♥♥♥♥♥♥♥♥ of randomness it currently is by the end, and at that point these health cannisters could fit in just fine.
Finally, you only gain benefit from the health cannister if you walk up to it and use the [E] key, shooting it will only spill out the contents to the ground and you won't get any bonus.