Mixed-payload 'party shells.'
While there are exceptions, in most cases mixing payload types is the epitome of 'jack of all trades, master of none,' and in FtD this is typically worse than 'master of one.' Design shells and/or missiles to deliver a single type of payload as well as possible in as large a quantity as possible. This is especially true for payload types that get appreciating returns from being applied in large quantities in a single hit, such as HE or incendiary, or for payload types that deal damage in a fundamentally different way from others, like EMP, or again for payloads with fundamentally different roles, like munition defense shells or missile interceptor heads (don't add other payloads to missile interceptors! They don't help).
There are exceptions to this guideline, like adding frag to very large CRAM shells once explosion radius becomes a limiting concern. This also does not apply to mixing payload with kinetic damage types, which is a common practice (as long as you don't use sabot for this!). In short, don't mix payload unless you absolutely know what you're doing. Most instances of party shells we see are bad design, so by default you should usually just use one type of payload at once.
Pictured: stolen example of a party shell (original author's identity concealed; if you don't care let me know and I'll give you credit).