I don't mind that actually. It's shit for the spy, but if a spy goes around blasting his stuck weapon, the fault is on him. He can just refrain from shooting, as we all should this early in the game.
This is the vibe I'm getting from Shade today. Not yesterday, though. Yesterday he was all about that ammo.
Assuming Nod is 50% spy, this means they have 2 members who do not get stuck. Should the cop investigate those per your suggestion, he'll get very bamboozled.
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About the stuck percentage indicating suspicion, my excel sheet (albeit outdated) tells me that with 4 players including 2 Chem spies, Nod has a 250% chance of rolling a stuck among them. If we have 2 officers (cops), we roll at about 300%. In essence, if everyone fired, we should get 5-6 stuck results. Half of them would be Nod, the other half GDI. While it's true it's better than lynching at random, in the late stages of game, if you have literally nothing else to go on, a 50%-50% is a pretty poor ratio for a lynch.