Items in the openxcom engine have fixed stats that depend on their type. Upgrade/Deprecate system would let you have stats (and string)s that vary over the course of the game.
That does sound cool. Items upgrade that aren't really because you upgrade the item, but because your soldiers are better at using them. Copy-paste most stuff related to the item (manufacturing, ufopaedia, etc.) and it could be done. Neat. I hadn't thought of that possibility.
Faster research by replacing projects is also interesting, but I think you'd need "front" projects, all of which unlock the same actual research, like "STR_NEW_FIGHTER_CRAFT_F0" "...1", "...F2", "...F3" all unlock "STR_NEW_FIGHTER_CRAFT", so that your manufacturing project can require the one project and unlock for any of the researchs. Makes trees even more messy, if more versatile.
As a player, I don't like games that are like: You can have X or Y. Picked X? Well now you can't have Y. It always feels contrived when it's related to tech/research. If I want a sniper rifle and a shotgun, why can't I ask my researchers to work on both? They forget their shotgun idea because they worked on a sniper rifle? Those things should be balanced by research cost: You want both, you need to spend the time getting both.
Anyhow, cool option and as HH said, to be used carefully
PS. I forgot to reply to this, but it is entirely possible to do UFOPaedia pageS for the AutoCannon, which allows you to cover multiple ammos. You'd have a page for the AutoCannon with the 3 base ammo, followed by another page for up to 3 more ammos. You can make as many pages as you need this way.