Played a few games yesterday with limited ammo weapons, so I can share some observations.
First game, I used long range ammo 2 weapons with extra hull damage, and a bunch of teleporters & marines. Came up 1 hull damage/ marine short of capturing enemy ship.
Lessons. More transporters, less marines. Always have secondary armament.
Also played a 1000 point game. Max ship size 500. 4 ship minimum. I took a 375 pt cruiser and 3 escort carriers with 2 fighter squadrons each. My ships were armed with Hydra MIRV ship killer missles. range 30 rof 5, inverse range based rof. ammo 1 (2 for the cruiser)
My opponent took a 500 point BattleCruiser, and 3 small (Hull 3) escorts. All with stealth. As soon as we got within range 30 my opponent fired a pair range 30, inv range modifiers, rof3 imp 3 dam 3 (ammo 4) guns.
the salvo destroyed my heavy cruiser. Turn two I reach med range (long due to stealth )My Missles damaged his escorts. The third turn the final two points of ammo vaporized 2 of my 3 carriers while my return volley destroyed 2 escorts and crippled the third.
Adept flying by my fighters avoided the bulk of his cruisers anti fighter guns and the game ended with his cruiser surrounded by fighters.
I do think ammo weapons are powerful, but it seems that a simple counter is lots of small ships. If my opponent wants to
put a 200 point weapon in his ships, I will gladly offer a 50 point frigate to jump on front of that bullet.
I do think that ammo based defenses might be an interesting option for counters.