About the missile turrets "overpower", this will be a mix of "raw" data and opinions.
Because of certain causes, "Edward Morris" uses a LH gunship 6 missile turrets. In that ship, you can not attack anything over a bomber. Anything, and that includes transports, as if the explossion blast doesnt hit the shield hardpoint, it does zero damage.
But a against fighters/bombers, its a completely different story. I have been able to keep at distance 5 fighters/bombers (though, receiving damage and having to flee after killing two) without too many problems. But, if a capital ship appears, no matter what capital ship or what loadout (unless its all missiles too), you have to either run, and fast, or wait till you are killed. Even transports could kill you given enough time as you wouldnt be able to harm them.
The ammo limitation would make the missiles in gunboats (my experience) nerfed versions of the ones in fighters. You would have a lower damage missile, with limited ammo, and if you use the typical 2 missile turrets, "only" 35 shots if you group them.
Energy... actually, 6 basic missile launchers almost kill your energy bank completely. 4 basic + 2 dragonfly put your energy bank at zero (so next volley you can fire only 2-3 basic, and that's the fire you can keep if you fly non-stop). And about the...
Quote:Refire won't solve the problem, even if you make it half of what it's now you can still fire them on every joust (since GB turns slowly). And that is all you need.
And why are you jousting in a bomber a ship which, with full standard guns, in one second would obliterate your shields and hit a good chunk of your hull? isnt it much better to stay on its side? you force turret view a.k.a. straight movement, while whoever is with you can attack from the other side. If you complain because you joust gunboats, well, complain about jousting destroyers too. After all, you're using that fighter tactic on something much bigger.