Aha, I found out fixes to the bugs you found! (An invalid method call in Toxic's ramp-up variable and an oversight with the loadouts array's length; both should be patched out in a bit. I DIRECTLY tested Toxic to make sure there were no shenanigans.)
Being able to sell items back is a mistake I wasn't thinking about- that'll be patched out soon as well. That said, defining a custom "point price" for craftable items to use it as a way to recoup mistakes wouldn't be out of the question in the future.