It's funny you should mention that, Evrik...
Hi guys, just wanted to start off with thanking you all for some really good ideas and discussion around this

I'm going to try and correlate the points in this thread, and then respond to them or ask further questions below.
1. Restrict loadout "pool"I can certainly do this. The discussion seems to be in favour of a "per-loadout" limit rather than "total operations" limit, yell at me if you feel differently though.
So, how would the Inventory vs Crates limitation shake out? Have them share the same "pool" between a crate and its loose counterpart, have them manually defined separately (which would require doubling the already huge number of options in Eden), or have some specifiable global modifier (e.g. pool for crates is twice as large as for the loose equivalents)?
2. Little differentiation between crates and loose loadoutsCurrently, with the exception of wheels and tracks, the list of available crates and loose loadouts is shared. If you enable Night Supplies, you'll be offered it in both crated and loose form. This is partly done to reduce the (already stupidly long) configuration menu in Eden. Diz, was this point more focused towards being able to offer different levels of a single crated vs loose loadout
(see #1), or at entirely different lists of loadouts between crated and loose?
3. Infantry-usage of the UII've already been made aware of this by Lifetap, it's on my "will do" pile and I should be looking at it in the next few days. Expected functionality is that it'll only offer crates/wheels/tracks (i.e., only be available if ACE is installed), and will drop the relevant cargo at your feet. Functionality would otherwise be shared with the vehicle experience, but it does raise the question of whether to offer crates with a mass >1600 (the draggable max) such as Section Supplies, given that you'd have to drive a vehicle up to the point and load them if you wanted to move them away anyway...
4. Runtime alteration/replenishment of offered loadoutsReally neat idea, I like it! I'd probably go down the route of offering a scripted way to alter offered loadouts, so then a mission designer could choose to attach that to a timer function or events. Will require a reasonable rejig of the innards of the system, so don't hold your breath for this one - but I'll definitely do my best
5. Inventory vs ACE Cargo capacitiesAs mentioned, the relative capacities is out of my hands. I did consider when making this whether to allow loading of both Inventory and Cargo or not, and whether to have loading one reduce the loadable capacity of the other... but really it was just far beyond the scope of this project. As much as I share your frustration, this one is a "won't fix" unless someone gives me a really compelling argument!
And as Snoman mentioned, your numbers seem a bit squiffy Mefirst. I can load 2x SecSupp into my logistics Coyote even with its default initial inventory, or 4x if I clear its inventory. And it has 16 Cargo slots, so 8 standard crates.
6. Manually placing cratesI'd agree Reddog, there are instances where it's specifically better to just place the crates manually - but if you want to offer 40 crates rather than 6, it becomes more desirable to do it through a virtual inventory system like this. For that reason, I'm happy taking these suggestions, even if for most users they won't ever be used
7. SlingablesNot actually mentioned in this thread so far, but a corollary of
#3 that I've been toying with. I'm tempted to offer some large-volume slingable crates (like the L16 has currently) that would spawn externally to the vehicle, to make life easier for helicopters. Thoughts?