Some of the holsters are incredibly overpriced for such a simple and required core function for a character. Mods are very expensive, so much so that some of the key ones cost as much as a higher-end melee weapon outright. Often times modding a gun will run you multiple times more money than the actual gun itself, which is very strange. Depending on what you're trying to do, all but required as an additional and rather significant tax on purchasing a replacement gun. Cleaning kits aren't expensive, but it's yet another tax on guns that exists with no parallel for melee weapons. Finally, some ammo types are quite cheap, but with others, you're literally lighting chyen on fire every couple of seconds you're in combat.
These little operational costs add up and can balloon rapidly if you want to be a very active combatant and use firearms. Sure, if you're a big kid and you're blasting the big kid bullets, you theoretically should be able to afford it, but just the fact that you can get into a fight with someone and spend several thousand chyen in ammo only for them to pass a flee check or wind up getting into a situation where the combat goes without a resolution is very problematic. It's entirely possible to blow several thousand chyen down the barrel of your gun in a single encounter.
My suggestion is to get rid of small arms ammo. Issue a UE refund to the handful of characters who have any investment in the skill. Roll the one important maintenance use case of the skill into a different skill. Or leave it and rebrand it and put a to-do sticker for adding more content to it at a later date.
If you're committed to keeping the annoyance of trying to manage reloads in the middle of eye-watering screen spam red text as some form of higher game balance reason, then you could simply make it a generic 'reload x' verb, where it pops a message out of your character dropping a mag and putting a new one in. You can keep the bullet counter stuff in the game that way. Then you'd have a 'check x' verb to check the mag status, although if reloads are a free action, it seems a little redundant to not just reload after every use.
Guns are loud, cool, and themely, and could use a bit of love in a few key areas to bring their usage up. I've always thought it was a bit odd how neo-feudal SD is in relation to other CyPu media, where guns are ubiquitous solutions to most problems a chummer might run into.
Another consideration is that ammo management outside of combat is an actual unfun pain in the ass, and I can't help but wonder the amount of item clutter random full and partially-used magazines contribute to the game.
Years ago I remember a discussion about having different ammo types, things like hollowpoints, overpressure rounds, armor piercing, or reactive ammo types. If those things are still going to get added to the game at some point then safely ignore my post here. I just saw that there was a discussion elsewhere on the bgbb about potentially combining or removing some of the unutilized skills, and munitions was specifically mentioned, so I figured I'd put forth the idea.