This also applies to the other mining stations that use this horrible method to generate their inventories.
The Commonwealth mining colony generates its items based on the following line in its <trade> section.
<Sell criteria="*NU +miningEquipment; -Illegal; -NotForSale; -notStandard; L:1-5;" priceAdj="100" inventoryAdj="100"/>
The inventoryAdj="100" means that the station gets exactly one of every item that meets the preceding criteria.
There are only five items that meet this criteria in the base game and so exactly five mining items will appear in each station (The scanning and excavation pods appear in groups of 4d6 and 2d6 respectively when the game generates them, but this is a completely unrelated thing that I am going to ignore).
The problem with this is that when someone starts adding in mining items in mods, each mining station will automatically generate one of each new item, regardless of frequency, so that the station can end up carrying far more than the original five items which was apparently the appropriate number to have for a balanced mining station.
It would make far more sense for mining stations to generate their inventories in the same manner as all the other stations in the game that manage to generate their inventories using the exact same method.
Treat the asteroid scanning pods and excavation pods and ammo and generate a semi-fixed amount of them per station. It might help to add the attribute "disposable" to them to help differentiate them from other pieces of mining equipment. I don't know if that would cause any issues with the disposable missile racks but it seems like the most appropriate attribute to use, since they are disposable.
After that, I don't think it would affect the balance of the game much if mining stations had more than just one mining weapon and one miner's cargo hold. I suggest generating 1d4 miningEquipment weapons and 1d4 non-weapon miningEquipment devices.