Thanks, these are good questions and suggestions. Some background: for ammunition, I basically switched iron to lead in for the basic firearm magazine, and then switched copper to tungsten for piercing rounds magazine. So the "plate" material counts are roughly the same. (Incidentally, tungsten is ~twice the raw ore cost of copper, but that was also a separate design choice for the Tungsten resource mod, that seems to not be the issue here).
For your immediate problem, I may already have a solution: there is a setting that enables alternative ammunition recipes for basic firearm magazines, each requiring less lead.
Two question I have:
- How large have you built?
- If you can recall, what frequency of lead ore did you use in the new game sliders/presets?
Balancing lead ore is a bit tough. Generally people need a ton at the start, so patches near the starting point have a higher-than average richness. But for science-per-minute-focused bases, generally lead ends up in low demand, as only a small amount is used in science packs compared to iron/copper/etc. As such, eventually after about 700 tiles, it falls off to a much lower richness, that then scales in the "vanilla" factorio way.
However, there are so many ways to play factorio. I had attempted to balance it so that it was always present, but not overbearing. If someone is using mostly bullet defense, I may have made the richness a too low. The previously-mentioned feature came in regarding RSO. I presume you're using vanilla, and if so, it's clear I have some more balancing to do on vanilla. I'll think through options and see what I can do.
As far as a rework with some sort of propellant, I do like that idea, but indeed, it might be out of scope for this mod. I'll put it on the list of things to consider for the future :)