Then where does that extra ton from the 10 and 15 racks, and the 2 tons from the 20 rack come from? The weapon doing the firing is different, but their Ammo is the same.
The lighter racks run slightly hotter in large arrays. With level 1 tech the weight comes out in a wash if you account for heat sinks. A bunch of lighter racks has basically zero capability of inflicting 5 point cluster hits as well, since it requires several successive rolls of 11 or 12. Additionally, a bunch of little launchers will bell-curve the expected damage value within a turn more centrally than a single launcher, which can miss entirely.
All of these things are tiny and unimportant details. 5 point clusters vs average 3 point clusters aren't enough difference to pierce armor on anything that had enough armor to avoid dying immediately anyway, and the average expected damage over multiple turns is the same.
More generally, because the rules have never had a proper re-write, the game is
filled with charts upon charts of things that are slightly, but not materially different. There are oodles of choices that make incremental, but not materially significant differences. Things that could
easily simply have been retconned/errata were needlessly duplicated (see: improved one-shot launchers and improved heavy gauss rifles) and now all the charts are an absolutely cluttered mess of things that do not need to be there.
If anything, you're actually making my point more than you are trying to counter it. It is because they are so materially similar is the point of it being more efficient in a logistical chain. Yes, they all fire the same missile bodies. That's the point of what I'm trying to make of it being more efficient for logistics.
Meanwhile the Thunderbolts AREN'T firing the same missile body between sizes, which means you have to provide separate stocks for each individual launcher size your force is using.
You're missing the point I'm making. T-bolt 5s and T-bolt 10s do materially different things. LRM-5s and LRM-10s
absolutely do not. This is like standardizing all autocannons on AC-2s and giant clusters of AC-2s glued together. OK, yes, all the ammo logistics are streamlined now. You're fooling yourself if you think that various sizes of AC-2s glued together, some of which inexplicably weigh one ton more or less than multiplication would suggest they should counts as having meaningfully different weapons.
How does AMS having a 50% chance to completely negate a weapon's shot sound impoverished when compared to only a 17% chance of completely negating a weapon's shot (Cluster Roll needs to be below 6 for AMS to do this) and break the internal consistency?
For several reasons:
1) Battlemechs firing massive salvoes of tiny missiles predates there being rules for AMS; as others have rightly pointed out it's taken from the Itano Circus aesthetic. It started as a purely aesthetic choice, it's not like the rules are molded around it in a coherent way.
It absolutely would make sense for loads and loads of small missiles to be a countermeasure developed to overwhelm widespread AMS, but the out of universe the game was simply not conceived that way, and in universe, it's a little hard to justify because
2) AMS is
rare, and the original ruleset for it was
garbage. The 2006 revision of the rules in
Total Warfare is what you're referring to, but for 16 years prior to that AMS was a finnicky system that was very difficult to justify on a weight basis. If you made some generous assumptions the Clan version of the system, which was literally twice as good, was nearly competitive on a weight basis with armor provided your enemies were absolutely in love with missiles.
3) Big, consolidated missiles that did loads of damage of the sort that would justify both AMS and by extension the existence of missile racks that shoot giant clouds of inexplicably tiny missiles were
even rarer, being optional rules that only showed up a year
after AMS, and remaining optional rules until 2009's TacOps.
So yes, the idea that mechs shoot zillions of little missiles as a countermeasure to AMS, and that large missiles are rare because of AMS makes logical sense. This is a reasonable headcanon that you can have as it makes physical and logical sense.
However, it absolutely does not mesh with the tabletop experience as presented at all. This was clearly never something the game writers had seriously in mind, wasn't even an in-game interaction that existed until comparatively recently, and is a fairly rare interaction at all given the scarcity of AMS and thunderbolt missiles in canon units. This explanation is a retroactive attempt to rationalize a pre-existing game design choice. It's an
elegant explanation, but it simply does not mesh with the actual gameplay experience.