Okay. Just been playing around with it a little bit and I can confirm that the Blaster retains its self-rejuvenating ammo regardless what you make it into. You cannot manually reload it under any circumstances.
Interestingly enough, when you go to your equipment screen and look at the blaster, it does claim to have a reload time of 1.0s, even though you can't reload it. So the wiki isn't wrong per se, just listing what the in game stats are. It's misleading though.
And I can definitely confirm what Alter mentioned earlier in this thread (and another one about modding) regarding damage and knockback. I did a Sharpshooter build because I wanted to see what a (P) Storm Bolter Combat Pistol (1d10)x2 would be like compared to a P3B2 Combat Pistol (3d5). With sharpshooter, the modded bolter should have been 20 damage each time, and the modded combat pistol would have been 15 damage each time.
The bolter would hit, cause severe knockback, and ultimately it took 6 shots to kill an arch-vile.
The modded combat pistol would hit and cause a little knockback, but it only took 4 shots to kill the arch-vile.
No contest. The knockback on the bolter was actually undesirable because it would push him out of my vision and let him start moving around and attacking me. The modded combat pistol would kill him before he had a chance to do anything.
This is definitely going to help with optimizing guides!