This is a good idea, and fits in with ammo having multiple effects, adding a SMALL amount of accumulator loss would be ok.
An issue, as you've already pointed out, is balance.
Acc is needed for both offense and defense, ammo that does physical damage as well as reduction in acc has more than a 2 fold effect.
It also shouldnt minimize the need to fit neutralizers. By this I mean, my Seth has 6 lasers, so the amount of acc reduced can't be looked at on a per round basis, but more along the lines of the maximum possible applied acc reduction.
Looking at some numbers, if I would normally do 200 dmg with a shot, and the target had a .2 acc/hp absorbtion, that would reduce the acc by 40 points. Halving the damage would be of course, 20 acc points.
At first look, then it would seem like 20 acc points would be needed, simply to make it even worth using; why shoot a Neut round if it only removes 30 (20 from dps and 10 from neut) points when you could use a standard round and drop it 40.
However, making it more than you would normally get runs into issues too. For instance range and LOS issues.
A neuting missle that reduced the target by 50 acc instead of 40 acc has an advatange over a neut weapon as it ignores LOS, but turret weapons have the same LOS penatly as neuts.
If you run into a non-sheilded bot, neut rounds would be just as effective for armor tanking bots, or arguelable more effective on non-tanking bots, as they would do damage and remove hte offensive capabilty of hte target.
... 10 more acc would be the equivalent of adding 50 more damage to the round though, increasing damage from 200 to 250 is a 25% boost.
Seems very difficult to balance