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You could give the enemies finite ammo, and the amount lootable from their corpses doesn't need to be proportional to what they have. Most games don't even bother trying to give you the ammo in the enemies weapon. Wasteland, Fallout, etc, just kinda give you a random number.
Though if you take that route, you should adjust ammo drop amounts for no longer being able to do the above.
While I do honestly appreciate the enthusiasm you have for the game, your constant posts are beginning to err on the side of being a little condescending, as if you're trying to teach me how to make this own game that I've devoted my complete attention for the past year and a half. I've been an avid gamer and game designer for almost 30 years now, so I think I deserve a little bit more credit than that!
If you could please just maybe ease up a little bit, and let the topics here breathe a bit, I would really, really, really appreciate it.
A quick and dirty fix is to have the enemies drop empty guns and guarantee the ammo drops seperately when they die. Yes, it's hackity but it would guarantee there's no risk of people trying to unload ammo from the existing weapons and getting annoyed when they can't.
I've a fair few thoughts rattling around in my head concerning the game in general, but I'll need some time to get them in order.
Not suggesting that, I'd suggest providing an entirely random sum of ammo on death, plus the empty weapon of whatever the enemy was carrying (or melee weapon in the case of a melee foe). Detatch the concept of a "meaningful" link between how much ammo the foe drops from their effective reload and simply RNG it, so some mobs will have a full clip, some will have not very much.
That way it can't be gamed, and people are encouraged not to think about weapons in any other sense aside from "upgrade yes/no ?" and grab the ammo off the corpse as they move along.
It also does kind of make it harder for players who're starting new runs, since their first upgrade from the rusty pistol won't be so useful...