Good points, the excessive 9mm from turrets is definitely an issue, and that in particular should be reigned in.
What’s happening there is it’s pulling from a “robots” spawn list (scrap, power cells, etc) and a “turret” list (just 9mm) in a 4:1 ratio. Robots in general have a very high spawn rate to reflect the fact that the scrap they leave behind is what’s left of their bodies (where with other monsters there’s a corpse), and when robot spawn lists were augmented, I don’t think the sheer number of items generated was realized, hence the overload of 9mm. There are a couple of options for this, ranging from just adjusting the scrap/ammo ratio, to spawning (a semi-random amount of?) ammo with the turret and having it actually use it when it fires, and possibly have it have a chance of exploding when dropped.
In general I agree with the scarcity issue, as in things aren’t scarce enough. Going forward as we keep adding new necessities, (like craftable basic weapons) we need to make sure to push out the really good stuff (like some of the advanced guns) down in spawn rate so that there’s actually something to keep looking for. Item spawning in general needs looking at, as currently spawn rates are tied to the item itself, but then that rarity is relative to the other items on whatever spawn list the item is on, so balancing it is very non-intuitive.
There are lots of things we can do to maintain scarcity, lowering spawn rates is one, wear/breakage is another (either in-game, or before spawning items), and junk versions of things is a third (e.g. vehicle hulks instead of working vehicles). We’ll be looking at all of these.