Hmm. Not sure how to respond to that. Its like no one ever thought of all big guns on the centreline before HMS Dreadnought.
http://en.wikipedia.org/wiki/Devastation-class_ironclad
Indeed it is amazing that these things never took off to dominate the age of sail.
http://en.wikipedia.org/wiki/Bomb_ketch
The first thing I would suggest is to stop thinking in 2D. Though the game is 2D, space is 3D. For all we are aware the weapons are getting their maximum flexibility in the z axis rather than the x or y.
More importantly there are probably real limitations. Mainly to do with rotating huge weights in relation to the mass of the ship. You should check out some of Cray's explanations of what stray grav decks can do to a ship.
You know what, you are right. I am not a super math genius. I have only played a few games that have been 3D oriented combat, in both digital and table top. But from those experiences, short of having a player try to do something 'super creative' like splitting up their forces and coming at me from two different angles... which thanks to the wonders of long ranged sensors, is usually seen pretty clearly and usually depends on an incredible amount of luck... as in 'I must not be looking at my screen or the table for the last 30 minutes or more' amount of luck... or some mitigating factor (in combat hyper drive jumps)... most 3d combat tends to degenerate rather quickly to what might as well be 2d fighting.
I am going to assume that if a ship is coming at a 30 degree down angle towards me and I choose to actually fight, I am going to be aiming my ship up the appropriate amount to be able to intercept him and bring my weapons to bear or at least level out the angle of engagement between the warships. In essence, because both me and the person I am trying to fight are both wanting to engage and want to close. That means we both need to be actually pointing at each other. At that point, the 3d aspect starts to dissipate quickly.
Our maps could be a fight where the enemy's ships are coming down straight from the zenith and the other player's are coming straight up. Sure, we could do some really complex math that would bog down a game or... tilt the map. Since we don't operate in a game where we keep track of altitudes in space, it means that effectively, we are fighting on a 2d plane, no matter how 3d we want to get.... unless again, someone pulls off a one in a million shot of lining up and predicting perfectly the arrival of two attacking forces against a different target, especially if that target is moving. Then and only then would I advocate 'thinking in 3d' in terms of this game.
Now, as for the problems of warships mounting turrets... we are talking about ships that are hundreds of thousands of tons. The smallest warship is effectively bigger than the largest combat ships by a significant margin of error. Sure, a triple heavy N-PPC weighs in at 9000 tons, as much as a WWII heavy cruiser but then again, we are talking cruisers that are on average 500K to 700K tons with capital ships screaming past a million to two million tons. We are not talking about standard gravity held in barbarette turret. Aircraft turrets already prove that it is possible if we put our mind to it to get guns in a turret that isn't held in by gravity and if a one million ton warship can pull 2 or 3 gravities of acceleration or turn a 180 without coughing, then the added stress of some kind of proper turret shouldn't be a problem.
I am sure someone can come up with numbers to justify why every weapon on a BT space cruiser needs to be mounted on what is barely better than a casemate waist gun like a pre-dreadnought era ironclad. I am sure that some writer can come up with some really interesting way that these gun batteries actually are on fantastic mounts that pivot up, down, left, and right INSIDE the warship... since the artwork is pretty suspect most of the time and the fluff text for the ship designs is even more unreliable (detailing turrets that are not there). So that explains why they are pseudo turretted weapons and are actually covering a cone (not that it matters in game). Fine... and I guess I will accept that the dorsal and ventral side of any ship is actually completely ignored and thus why no ship has any way of actually mounting a weapon that can conceivable cover more than a single arc at a time... with the few arcs that do over lap each other.
But hey, I am probably completely wrong and await being put in my place.