I was partly peeved and partly relieved, when I learned from the review linked above, that Pacer introduced customizable loadouts. Peeved, because this is a fundamental - and I feel, patently obvious - mechanic which the wipEout franchise lacked through several/all of its titles, and is a key aspect of my own gameplay design. Relieved, because the devs still managed to screw it up, by tipping a nod to the previous Arcade-style weapon loading mechanic. Srsly. WTFai!
The whole point of loading out is a finite, not a replenish-able, supply of ordnance. Whatever you choose to load out pre-race, should not be solely available for use, based on a ‘fly-over release’ mechanic. You should be able to begin unloading your full arsenal within seconds of the start of an event, without limitations, straight through to empty mags, racks and depleted coils. Without any consideration…other than, you might want to save a few of those for later.
If appropriate, loading out should also include counter and defensive measures(graded armor and shielding generators), fuel, power cells, air and specific, upgradable weapons systems.
As I recall, REDOUT had two columns of loadable performance enhancers, one for passive and one for active, and you could select just one of each. And REDOUT does not feature combat.