Probably isn't all that necessary, just adds clutter to the base. Staff can place it if they keep having people trying to steal helis, but we also have other ways of being able to deal with that - e.g. punishments.
The base defence is pretty dogshite, it does need a little buff but also the Radiotower: The point is to either take down the Radiotower or have a competent fighter pilot to deal with the air threats.
Inventory capacity is pretty munted and I thought the flat beds already had that option, if not it would be cool to implement.
A lot of people have been asking for this, but it nullifies the point of having helicopter rewards from side mission and also you'd need a very OP helicopter loadout to be even somewhat effective at taking out anything at the AO. Fighter pilot role is usually a CAP/strike role, and from my experience, rotary aircraft are terrible at CAP/strike.
Ingame we do alot of OCA, not in terms of denying/destroying infastructure but more so in denying air control, you can't do that in a helicopter against fastjets.
If you want another role(or 2)added that is purely for attack helicopters I'd see it as a good move as long as it isnt too overpowered (Something like the blackfoot loadout (2x AA, 28x DAGR's).
That would cause alot of TK's and grid clearing to go on, same reason the I&A vets no longer get the MRLS. JTAC can already call a mortar gunner to use that Artillery on more or less anything on the map.
The ammo crate and vehicle inventories do need tweaking. Vehicle not as much as ammo crates but still; the ammo crates could do with being a limited arsenal with 10-15 of each ammo type (rockets/missiles included).