Originally posted by GalacticEmperor
Let's say, you click an icon in the center of the four-icon ship diamond to select all ships of that wing. Then you drag ships and weapons like normal. Your changes are applied across all selected ships. If there's a conflict (say, if Beta 2 has Harpoons and Beta 1, 3, and 4 has Hornets) then that particular bank is emptied for all selected fighters.
I don't really see the problem in your example. If you want to give your wingmen different loadouts you shouldn't be using the Arm Wing button anyway.
Here's how I see it working. When you click the Arm Wing button the view automatically switches to the last ship in the wing (cause if there are problems they'll show up on the last ship).
If you drag a weapon onto the ship it adds that weapon to the other ships in the wing first so if the icon disappears but the ship on screen is left with an empty hard point you know that you didn't have enough of that particular weapon to arm all the ships.
If that happens you will of course have to click off the Arm Wing button and arm the ships individually but most of the time it should make things much easier.
Analazon raises the biggest problem (wings with different fighters) but that can easily be solved by making the button only work when all the fighters in the wing are the same type or by making it so that the player can choose which fighters are being affected (I.e shift-click on all the ships he wants to arm) which must all be of the same type.
The second one would probably be harder to code but it would allow you to arm 2-3 wings at the same time if they are all composed of similar ships.