
Wow.
Anyway, I don't really have a set up with my Astraea apart from my starting weapons. There are GPs I never touch or only get in rare circumstances (like if a particular section I can use them in is coming up or I need ammo), like the Hedgehog or Spreader. I used to use Juno (and before I found that, Vulcan) and Cannon, Juno/Juno, and Juno/Riot. Juno is great, as it seems to last as long as Vulcan (since you need to use less of it) and is super effective to boot. When I used to use Juno/Cannon, my strategy was to rely on the Cannon shells, expend them all, then use Juno and the auxillery machine gun. Riot is nice when you first find it, but you start to notice that it isn't so powerful as you progress. Still great to get the multiplier into the x16, though.
Now I mainly use Flash/Flash or Juno/Flash. Dual Flash is good, but it doesn't work so well in the beginning of 4st., which is the hardest point in the game for me (so far). Juno/Flash seems to be the most effective, at the moment. But I haven't been playing so much recently, so I haven't really been exploring any of the weapon schemes yet.
What do you mean by 'accidently switching the weapons'? Do you mean using the circle key to switch the position of the GPs, 'cos you have to do that with the Endymion as well? I've found that pretty natural, but then again, this is the only ship I've really played with in the game (you should see me with the Endymion, I have no idea what I'm doing most of the time

). Or do you mean when capturing a GP, making sure it attaches to the correct (top or bottom) arm? 'Cos that, that I definetly can understand. Now it rarely happens, but occasionally I'll run to grab a weapon to replace my Vulcan with 100 some rounds, but instead it'll replace the Flash with double capacity that I'd been saving for half a stage. Annoying, that
