No you'll get more kinds than that, because you get the seeds in parallel, so you'll only get 200 of some kinds, whereas you get smaller numbers of other types. I guess the auto seed purge at the limit might eventually cause a problem if you run out of some kinds of useful seeds because those get used up by planting and get replaced by useless ones, but a big purge every 20 years or so should probably take care of that.
@Psieye: The coinstar could be operated with seeds as well as coins, but collecting seeds individually before they get put into bags would be even more painful than hauling the individual coins. A change about a year ago converted the coinstar from a training device to a maiming device.
Weaponizing seeds similarly faces the issue of getting them out of their bags and hauled to the deployment location with a reasonable amount of work and without getting them rebagged. It's probably easier to use xsockx ammo. Also, after the seeds have been fired you'd end up with lots of seeds cluttering the area hurting FPS and sending your dorfs to collect them rather than perform productive work. Seeds ought to degrade if you put a refuse (links only) stockpile over the zone, but that would also damage the precious underwear the invaders wore.
The bugged save where the embark party turned out to be dorfs had a use for useless seeds, however. Someone found that "grown wood" is produced from random seeds (which means it could be a useful one as well).