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For armor piercing, HE matches FMJ. I had HE and FMJ (and too few rifles) when half my population was squashed by mechanoid pikemen. The extra damage doesn't do a whole lot if it keeps getting deflected.
Now that I have a larger array of bog standard rifles, AP-I punches through them and burns the internals. I don't usually use it otherwise, but it's on hand for when mechanoids show up. These are for the rare cases of heavy armor, rather than an alternative all-rounder.
AP-I is simply more versatile than AP-HE if you don't have the calibre to take out mechanoids (which is more than possible if you want sidearms or on colonists who aren't equipped for outright combat and you want to maintain their workspeed whilst still giving them *something* to defend themselves with if they get caught out) without sacrificing damage more by going down to AP. Essentially, it has the damage of HP and the penetration of AP. Not to mention, Prometheum is a far easier resource to manufacture than FSX and if you're building a lot of explosives, you could already be straining your supplies of the latter.
Sabot I've only seen use with on one submod (a Halo weapons mod) which makes a form of Sabot ammo available for its shotgun, letting the thing use buck at 11 piercing which is a godsend because I love shotguns. I rarely find AP-I lacking in terms of penetration
AP-I is useful against everything. AP-I is far more likely to penetrate mechanoids and the burns damage internal components. Against people the burns cause pain which downs people without killing them. Burns don't bleed like exploded organs do.
For capturing people it's AP-I over HE.