For the ammo in reserve, go into the TF2 .vpk files, then the scripts folder, and then the playerclasses folder, and pull out out all of the .ctx files (except for the civilian file), then put them in the scripts/playerclasses folder of your server. If your server doesn't have a scripts folder, or a subordinate playerclasses folder, then create them. You'll have to decompile the .ctx files into .txt files if you want to edit them. I use a program called "vice", which is available somewhere out there. Once you decompile the .ctx files, delete them and edit the .txt files. Each class has a section of their file that contains "tf_ammo_primary" and "tf_ammo_secondary". Those are the values you want to change. It'll be secondary for Demo's stickybomb launcher, and primary for Soldiers rockets. Unfortunately, as far as I know, you cannot reduce the number of shots a class has in their "clip", which I posted about (
https://forums.alliedmods.net/showthread.php?t=293368).
Hope this helped. All blame for how convoluted this is lies with VALVe for causing this game to consist of spaghetti code when they should be using .txt files for weapons. The items_game.txt that the game now relies on for numerous things is almost completely unnecessary, but it has become increasingly evident over the years that the people at VALVe are fucking clueless and amateur designers. This has led to the necessity of plugins like TF2Items to do simple edits, when we should only have to edit a single .txt file to change a weapon's entirety on a server, from its model to stats to description. It honestly makes me want to rip my hair out.