name='unit_player_ship_macro'
should be set to:
name='unit_player_ship_a_macro'
name='unit_player_ship_b_macro'
name='unit_player_ship_c_macro'
in their respective files.
or just using sel="//weapons" might work too since there don't appear to be any other <weapons> nodes. Simplifies it since you could use that xpath for all four ship macros.
ps. Yup, getting this in my debuglog:
edit: Tested with sel="//weapons"debuglog wrote:[=ERROR=] Cannot match path '/macros/macro[@name='unit_player_ship_macro']/properties/weapons' in patch file 'extensions\MoreMissilesMod\assets\units\player\macros\unit_player_ship_a_macro'. Skipping node.
Bought a load of different kinds of missiles in the Aspiring Merchant start, and started firing them at a Targon Tracer. Missiles all fired. Was having a blast, until the station started firing back and the Skunk blew up.
I would suggest that the vanilla missiles be sort of translated into counterparts in More Missiles rather than completely removed. That way, the game starts and md-generated drops, such as in the plot, if any, would still produce missiles which would make sense in the context of the MoreMissiles mod rather than producing nothing. Just a suggestion though. Your mod, so your call.