So it does cost 0 load, but it’s less about the mechanics and more about the fiction of the game I’d say. For example, say you use the spiders palm pistol, that item is now part of, and subject to, the fiction of the game. For example, even if said palm pistol is 0 load or could still be the subject of devils bargains, maybe it also informs consequences. Ex: a standard pistol is super loud and obvious so a complication from that could be extra heat. How does the palm pistol change this? How does it relate to position and effect vs a normal one.
The opposite. Those objects are rather light, so they do not count towards the total load, but it does not mean that you could have a multiplicity of them or that anybody can have them all the time. Once they are checked, they are checked, and if they are used, spent, destroyed or discarded, etc, then you can’t have them any longer, even if they are zero load, because you have no box to check.
So presumably if there was a security pat down and you’ve already checked the palm pistol, then you’ve got it and have to decide how to get it past the security guards. But if you hadn’t yet checked it, then we don’t worry about the security pat down, but if later on you produce it… we would still probably want a flashback to explain how you got it in past the security guards, no?
Is a better example that a devils bargain might cause a 0 load thing to be crossed off for this score and not be available?
As you can see, I’m still wrestling with the general case reasoning for 0 load items and a checkbox for them!