I honestly would be in preference of a regular ammo system.
I mean, you can hold a crapload of individual stacks of items, and they can stack up to 1000.
All you have to do is make some ammos more common, and others rarer or more expensive (for things like rockets).
And at the moment, while they're trying to flesh out combat even more, and start to give weapons better secondary-attacks, you could set up guns to use energy for a more powerful, but high-cost attack.
So, your rifle could fire a grenade, or a charged explosive round, or instead of being semi-automatic, it goes fast-firing fully automatic while you use your energy (and ammo).
It brings you loads of different effects. Rockets that could now fire homing rockets. Or richocheting projectiles.
Or crossbows that fire 3 bolts in a spread, so they're more useful against multiple enemies (particularly flying ones) approaching you.
At least this way, you get guns that are reliant on your ammo, rather than your energy.
So, you don't have the issue of being at the beginning of the game, and having weak-ass guns that you can't even fire for more than 5 seconds without having to stop and recharge. (which is extra stuffty if you start off as Novakid, and haven't had the luck to find any decent melee weapons/recipes)
And you don't make the energy-pool mechanic redundant for ranged users, since they can still get useful benefits out of it.
And since ranged energy-usage would be high-cost or rapidly-draining, it would give you reason to still want high recharge-rate armour.
And because Chucklefish loves crafting, it lets you do more, in crafting specific ammos, or upgrades to types of ammos, and can create some more quests to earn useful recipes for better ammo.