the idea behind that was to give a battleship a weapon that can "wear a target down - but not instantly" - the fighter pilot should have a chance to consider his chances. - i agree that 1.0 is not much, but combined with a 6000 ms, it turns into a weapon with extreme precission. ( you can allmost actually target the ship instead of the reticule )
an attacking ship slowly looses shields and hull, but not too fast, - the fighter can still decide to retreat. ( gotto keep the chances on each side ) - currently it is different. you either don t hit the fighter at all, but when you do, you strip it off all its shields and another salvo would destroy the fighter completely. - no time to decide for a fighter ( only the time between having his shields down untill they are up again or he is dead )
it should be easy to hit with, but hard to do much damage with ( compared to a real escort ) - i would set it to 300 / 1.0 - to ensure that we don t have to face anti fighter ships that equip 16 of those turrets to "own" fighters. - of course, they would be useless against other capital ships. - but so are gunboats with excessive missile loadouts - and they caused problems, too.
a refire of 1.0 but an easy to hit speed is better than a refire of 8.33 but a bad hitrate. - you d just spam the space around you with useless projectiles.
a battleship turret should not make fighter escorts useless, but a battleship shouldn t be helpless against pilots dodging either. - such a turret should be lvl10 only, cause it should purely be used in turret mode on ships that are allmost non mobile. - on gunships, such a turret would be utter overkill.