So as far as I understand, the problems with old turrets are:
- low speed and torque;
- operator dosn't host the turret (solved in dev turrets);
- no mouse controls (partially solved);
- low durability along with big size;
Why those problems exist:
- turrets check for collisions;
- turrets affect ship movement;
Possible solutions:
- create an exclusion zone on turret placement (like you did with tripods) - so turret doesn't collide with objects so easily;
- apply turret mass to the hardpoint it's attached to;
- increase turret torque and velocity;
- change turret material to something more robust;
- (???);
You can stack turntables to increase torque. But it's high level heresy, so not really available to most of playerbase.
Would be nice to have easily stackable turret rings with power socket. And across the board torque increase.
Gunners not hosting turrets could be mostly ignored if we have an input method that gives instant feedback.
Something as simple as yolol knowing where the gunner is looking would be enough to mitigate input lag and make low torque a bit less of a problem. Because then you wouldn't have to guess how long you need to press the key to move the turret X degree. Just point at desired location and guns will sooner or later point at it.
Low durability is directly related to low toque. Otherwise you could armour the turret as you like.
Big size is only the case if you build the turret to be big. Stock cradles are big, but you can build your own custom cradle.
Turret checking for collision is a must, if players are allowed to build them free-form. Otherwise you'll end up with multiple layers of clipped through components (like FTD at some point).
Exclusion zone is an alternative... but when do you want to apply it? If at the ship creation stage, people will use hinges to clip cover into turrets. If as invisible hit box that's there all the time, then you need to make them dynamically changing sizes based on turret composition.
Turret affecting ship movement is just engineering challenge, not a problem. Build balanced turrets, attach them to heavy enough ships. Only change from devs here is fixing collision clang forces and maybe sub-grid CoM indicator.
BTW IMO even current tripods should apply their mass where they are placed, not at CoM. It makes sense for endos to apply the mass to CoM, because they are moving all the time. But tripod is stationary, so there are no excuses for it not to shift CoM.
Exclusive materials and hacking physics is not the way to go.