So far, from what I could read online (in this guide and on the wikia, among other sources):
Briefing screen
Pay grade
The pay grade for a mission indicates how much cash players can expect to get out of a mission -- source.
Also this thread suggests it can go up to 10 stars.
Day rate
The dayly income rate is a cash reward with a multiplier for the day a heist takes (e.g. 1x in The Bank Heists and 3x in the Rats Heist) -- source.
Contract pay
The contract payment is a flat amount of cash reward based on the number of white stars (pay grade) -- source.
Payday
The overall payday is the sum of the other two cash rewards (pay grade and contract pay) and will be shown on the map if you select a heist -- source.
Yellow bonuses
These bonuses come directly from the difficulty (or "risk") of the mission, pictured by the yellow skulls on this very same screen. Normal = no skull -- overkill = 3 skulls.
Debriefing screen
Instant cash and bag loot items
The instant cash it the one you loot and put in your pockets directly during the game (jewels, cash bundles, ...) The bags are those heavy packs of money, jewels or even drug you'll have to carry in order to achieve a mission.
Balance
This section contains the sum of all the amounts contained in the Income section ($332,400 in the example given in the question) distributed between two type of accounts: the offshore account and the spending cash.
Offshore account
The offshore account consist of most of the money players steal during the course of their heisting career.
The player has no way of interacting with their offshore account and is only used to show off how much the player has stolen -- source.
Since August 30 2013, you can use your offshore account to directly buy specific missions from Crime.net.
Spending cash
The cash you get, finally. In the given example, it's 10% of the total amount, but so far I couldn't find any precise calculation to know if that percentage can vary or not.
This is the offshore account money and 10% of that becomes you spendable cash. -- source.
Reloading adds more ammo to your active clip. The game uses an ammo pool, rather than a clip based system, so there is no downside to reloading more often than necessary.
I think you're asking this because of the numbers on the HUD.
Here, the number on the right is your current total ammunition, not the ammunition you have left after your current clip, and the number on the left is the ammo left in your current clip. Shooting depletes ammunition from both pools. Once you reload, the right number will not go down, it will simply fill the clip, making the left number show full clip again.
Now, I shot 5 times after the first image without reloading.
And this was taken after reloading:
This doesn't seem to be the case for all weapons, however, but it is the case for normal shooting weapons. The OVE9000 Saw, for example, has some sort of durability as the left number, and the amount of blades left as the right number on the HUD.
Best Answer
Actually, there is a way, and it is Overkill approved.
If you have HoxHud, which is a HUD that is Overkill approved, it automatically has a feature that will detect if a payout bonus is too high. If it does detect it, it will prompt you after a game ends, saying:
And you will have the option to automatically remove "hacked" money. Here's an example below: