Here's what I think should be considered:
Plant Class - Corn
Kernel Corn
Decrease standard ammunition count from 45 to 40.
Increase ammunition upgrade count from 5 to 10.
Reason for this: His Dual Cob Busters should always have 50% total ammunition each. 20 for one side, and 20 for the other. With the ammunition upgrade, it increases to 25 for one side, and 25 for the other.
BBQ Corn
Increase ammunition upgrade count from 5 to 6.
Reason for this: Just like Kernel Corn, BBQ Corn's Spicy Hot Shot should always have 50% total ammunition each. 15 for one side, and 15 for the other. With the ammunition upgrade, it increases to 18 for one side, and 18 for the other.
Mob Cob
Decrease standard ammunition count from 45 to 40.
Increase the effectiveness of his Penetration ability to pass through an extra enemy.
Increase the effectiveness of his Penetration Upgrade to pass through an extra enemy.
Reason for this: His Dual Cob Crushers should always have 50% total ammunition each. 20 for one side, and 20 for the other. But by reducing his ammunition count, it's best to improve his penetration skills to compensate.
Pops Corn
No changes needed for him; he's fine as he is.
Party Corn
Increase standard ammunition count from 35 to 36.
Decrease ammunition upgrade count from 5 to 4.
Reason for this: His Dual Party Busters should always have 50% total ammunition each. 18 for one side, and 18 for the other. With the ammunition upgrade, it increases to 20 for one side, and 20 for the other.
Commando Corn
No changes needed for him; he's fine as he is.
Zombie Class - Imp and Z-Mech
Imp
Increase standard ammunition count from 35 to 36.
Decrease ammunition upgrade count from 5 to 4.
Reason for this: Like the Corn class, the Imp's Dual Imp Blasters should always have 50% total ammunition each. 18 for one side, and 18 for the other. With the ammunition upgrade, it increases to 20 for one side, and 20 for the other.
Z-Mech
No changes needed for the Imp's Z-Mech.
Lil' Drake
Increase ammunition upgrade count from 5 to 6.
Reason for this: Just like the above, Lil' Drake's Dual Weapons should always have 50% total ammunition each. 15 for one side, and 15 for the other. With the ammunition upgrade, it increases to 18 for one side, and 18 for the other.
Drake Z-Mech
Increase the allowed usage time of Lil' Drake's Z-Mech by 20 seconds.
Reason for this: The allowed usage time of the Drake Z-Mech just falls below that of all other Z-Mechs, making it harder to actually use it. By Increasing it's allowed usage time, it'll be much more capable of doing a better job.
Pylon Imp
Increase standard ammunition count from 16 to 20.
Completely eliminate the arc-firing pattern of his weapon's projectiles.
Reason for this: Just like the above, Pylon Imp's Dual Weapons should always have 50% total ammunition each. 10 for one side, and 10 for the other. As for his weapon's firing function, the Arc-Firing pattern it currently produces makes it impossible to score an accurate shot from long-range.
Pylon Z-Mech
No changes need for the Pylon Imp's Z-Mech, however the bling version should perform exactly the same as the normal one.
S.H.R.Imp
Increase ammunition upgrade from 5 to 6.
Reduce recoil of his primary weapon by 20%.
Reason for this: Just like the above, S.H.R.Imp's Dual weapons should always have 50% total ammunition each. 15 for one side, and 15 for the other. This increases to 18 for one side, and 18 for the other, if the ammunition upgrade is equipped.
S.H.R.Imp Z-Mech
Increase the allowed usage time of S.H.R.Imp's Z-Mech by 20 seconds.
Reason for this: Like the Drake Z-Mech, the S.H.R.Imp Z-Mech's allowed usage time falls below that of all other Z-Mechs, making it harder to actually use it. By Increasing it's allowed usage time, it'll be much more capable of doing a better job.
Z7 Imp
Increase standard ammunition count from 18 to 20.
Reduce the damage fall-off effect of shots fired from his primary weapon to 30%.
Reason for this: Just like the above, Z7 Imp's Dual weapons should always have 50% total ammunition each. 10 for one side, and 10 for the other. This increases to 12 for one side, and 12 for the other, if the ammunition upgrade is equipped. Also, despite the extremely high velocity of shots fired from his single-shot dual weapons, the damage fall-off effect at long-range is too great. Toning back the damage fall-off effect will make it easier for him to eliminate his enemies.
Z7 Z-Mech
No changes needed for Z7 Imp's Z-Mech.
Party Imp
Decrease standard ammunition count from 40 to 36.
Decrease ammunition upgrade from 5 to 4.
Reason for this: Just like the above, Party Imp's Dual weapons should always have 50% total ammunition each. 18 for one side, and 18 for the other. This increases to 20 for one side, and 20 for the other, if the ammunition upgrade is equipped.
Party Z-Mech
Increase the allowed usage time of Party Imp's Z-Mech by 20 seconds.
Reason for this: Like the Drake Z-Mech and the S.H.R.Imp Z-Mech, the Party Z-Mech's allowed usage time falls below that of all other Z-Mechs, making it harder to actually use it. By Increasing it's allowed usage time, it'll be much more capable of doing a better job.
Scallywag Imp
No changes needed for him; he's fine as he is.
Scallywag Z-Mech
No changes needed for Scallywag Imp's Z-Mech.