A few thoughts here: first off the number per generation could easily be 300, after all you are looking at a roughly 10 year gap of time, probably chosen as such for the numbering to try and simplefy it for the handlers. Older students can still train younger ones (that can explain a lot for some of the relationships between claymores that we've seen), and help the leaders that way. Survival from the "surgery" could cut the numbers down quite a bit (I'ld say around half probably die), and even the ones that do survive could potentaly just become sparing partners/teachers for the next generation of claymores. I think that this is what happens to most of the weaker claymores, after all even if you have to train 40 people it's easier if you can have everyone partner up. Also by having the weak ones train, you can potentialy have new recruits and such accept Black Cards from them to use in the rights. I don't think these claymores would be given numbers or anything either, just their name. The good claymores go to the test, and are further reduced in number. At most I think that in one generation (without digging into the dregs of the orginization) a total of 40 claymores can be made (one test each year, up to 4 survivors in a test) but that the actual amount of claymores is closer to 10 (some years no one survives, another year a whole team might), but usually only 1, maybe 2 succeed. Now the overflow could even be the trainer idea that I put in earlier, or it could be that we just see the amount of claymore's going in and out at a fair pace. If it is the trainer idea, then you would most likely have several claymores in the background "just in case" something like the recent purge had to happen.