Back when I researched the drop mechanisms, I didn't find a direct fix but a workaround. The issue was that NPC ships were supposed to drop codeguns from missions. So they either never did or they did way too often, depending on what values were used, without finding a good middle ground. The best workaround I came up with was to use what we can't fix and just lower the value of the loot. One can't break a gun into units less than 1, but we have Scientific Data. Now we have a different way of farming Scientific Data, sort of as a result of it, while I back then would have gone the extra mile of adding either a factory for POBs that can be fed with Scientific Data to produce the rewards, or just create a similar system to the Scientific Reward system for a specific commodity (I'd have renamed Drone Remains to Experimental Module Parts), where people can file a player request and request the reward in exchange for the commodity.
One way would have required a coder to do what Alley warned everyone to do: touching the PoB plugin. The other way would probably impact on the already huge backlog of requests and other staff-related shenanigans.
While Invoker often seems confident about his skills with FLHook, I've learned that most FLHook plugins are like Todd Howard products: They just work. And in the last three years I've often enough managed to break them accidentally, be it the jump drive range restriction we used to have, POB-related stuff that could have been abused heavily if @Alex. didn't fix it by powering through a night or the snub-only jump holes that were traversable by any ship if something specific was done.