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Thank you so much for taking the time to consider my ideas. I really appreciate it. I had a similar experience with Valerboss's bayonet mod years ago. Back then, I suggested changes to improve the mod, which originally had the French bayonet incorrectly attached to every gun in the game. Thanks to his willingness to listen and hard work, we now have a much better bayonet mod. It's great to see that same openness from you, and I’m excited to see where this might lead!
IRL the difference in effectiveness was limited. The muzzle loading cannon could shoot 3 rounds a minute, and the breechloader 4-5 (due to needing to scrub the barrel anyways) (something I believe I achieved in this mod, although I will have to use a timer again since it was early in this submod's development).
For bolts (the solid shot for rifled guns) vs shells (explodey), I think the bolts were extremely accurate. Rifled cannon projectiles didn't bounce often I believe though. So shells could be less so, and have half range (1600 vs 800).
For difference in the guns, honestly I do not think I would make it any more than difference rate of fire and difference in shells, especially from a balance perspective.
For HE being an ability and solid shot being the default, that is absolutely possible. As of now, I am not sure how to add an ability to the tech tree (that's why line infantry can go into square from the start). It's a good idea, however, solid shot is very underwhelming in both Shogun 2 and the prior games for some reason.
Balance-wise, I think solid shot would be made longer ranged (maybe 1600) and quicker to load.
I think airbusts are possible as well. The_Yogi's mod adds older guns and howitzers (and mortars) that use timed fuse shells that will burst in the sky sometimes (or hit the ground).
Historically though, I'm not sure. I think percussion fuses were starting to be the norm, but you can argue Japan was behind (they were still using smoothbore muskets!).
Once I figure out how to add an ability to the tech tree, I'll attempt to make it as a submod.