It is possible, and I have really tried that.
(My initial plan was to provide like only 4 variants each having its own suitable weapon set; instead of the current scheme of 13 variants each having the same weapon.)
The results, however, were highly unsatisfactory.
The main problem appears when weapons have different ranges, the game will NOT switch to the right weapon for the Spidertrons.
For example, I have provided a set of: weapon A (range 30) on slot 1 + 2, and weapon B (range 20) on slot 3 + 4.
Now you build one and use it to attack spawners. And a small worm (range 25) is targeting your Spidertron.
You hopefully using the long range of weapon A to snipe the small worm, so you move your Spidertron at a distance, say range 28.
Now your Spidertron will only fire one shot from slots 1 and 2. It cycles to slot 3, but will stuck there forever, because weapon B at slot 3 do not have any valid targets.
Solution 1 to this problem is removing ammo from slots 3 and 4 (as weapon cycling will skip empty slots), but this may not be obvious. Especially for players commanding multiple Spidertrons, how many of us really have time to look into each Spidertron whether they are stuck on firing or not?
It is very likely that some users will complain, where I have provided weapon combinations that are not working.
Solution 2 is much simpler: do not provide such choices. Then users will not complain my mod is faulty.
There is another problem for providing different combinations. The placeable grid list ("Placed in:" field) under equipment tooltips are already quite long (from my 13 weapon choices, and 3/4 tiers each...) The permutations of 13 weapons on 4 slots (even under weapon class restriction) would be a much larger number than current.
Until there is a way telling the game to hide "smartly" the similar Spidertron entries, I do not want to worsen the situation.