Oh, we rolled badly... Should we try to fix it or leave it at - Design to get a jet engine experience stage and move along? Note that +2 to resources is meh, but currently there are no difference between being 4 resources short and 6 resources short. We still get one per turn.
As for infantry weapon... I think it will not help us much at the current stage of war. We need something to counter enemy airforce or navy
Few ideas:
Yellowjacket II
Yellowjacket II received a better, newer and more fuel efficient engine greatly increasing its range and maximum lifting weight and it is rearmed with four 0.5 machineguns that were purpose designed for aircraft use Its main intended role is long range patrolling and attacking enemy ships or transports planes
[Medium Specialized Vehicle, cost 3 ore, 3 oil]
UF-CV35(b)
This version of CV35 is designed around saving money. It lacks Bumblebee, its engine was replaced by a more fuel efficient one(even if slightly less powerful diesel) and some of its less important metal parts were replaced by wood or cheaper alloys or just removed. While low cost is main advantage over the standard version it is also more quiet and has longer range
[Ship, medium 4 Ore (-2 from removing Bumblebee\metal part), 2 Oil (-1 more fuel efficient engine)]
Here I try to get a cheaper shup for logistics. AA-weapons don't save ship much
UF-CV35 Shark
Lacking ability to design a true warship, Federation of Malaysia chose different route. They added some armour, added a single torpedo tube and increased number of Bumblebees to 2 and adapting them to firing at both naval and aerial targets
[Ship, medium 7 Ore (+1 from additional Armor\Bumblebees), 3 Oil]