I voted for Obiwan (couldn't... help... myself...), but I think that allowing energy weapons to refill at armories, repeaters and reactors isn't a bad thing. It's also the simplest fix. I'm a *nix guy. I like simple.
The semantics for "No! You cannot refill that here!" just don't seem worth it. You'd have to do something like:
* save the weapon they started with and how much ammo it has
* if they grab any other weapon, and then re-equip their original weapon, make sure it only has the ammo they started with.
However, that sequence has a hole. Equip diff weapon, walk away, re-equip. So, you'd really just have to move on to tracking the ammo level or all the energy weapons for every player, and start them with full ammo at the beginning of the match.
I'm more of a C programmer and haven't really done any game programming (minimal Quake1 modding, just enough to get my feet wet, but no more), but this seems like it would be a major change in the game code for humans.
Allowing energy weapon reloads at armory doesn't seem like such a bad thing, unless the devs are commited to "energy weapons are different, and this is one of the ways" (which is ok). However, adding refil at the armory gives energy weapons the semantics of: can be refilled at main base, and can be refilled at forward fortifications. Where kinetic kill weapons get the can only be refilled at base semantics.
'xcuse the babbling. I was just thinking through the problem aloud. Devs, feel free to tell me I'm full of it.
Jeff