My point is that civilian ships don't need the same firepower that a military or paramilitary vessel does.I think firmpoints in preference to hardpoints is a specific case, since you can only convert one of them to a turret, assuming you could do that per hardpoint.
For everything except missiles (and torpedoes), you have range shrinkage, combatwise, arguably a laser for point defence, or a drill laser, since range is capped for it anyway.
The other aspect is to separate fire control, which removes the penalty a mixed turret has.
Firmpoints add flexibility (although, I would also change the rule to have a firmpoint for each full 25dtons, rounded to the nearest 25: <25=1, <50=2, <75 =3, <100 = 4 and allow turrets on any firmpoint on a vessel over 100dtons), yet the range modifiers are proper (again, for defense).
Yes, three mining lasers on a firmpoint fixed-mount have some added mercantile benefit, without being overpowering in combat.
Yes, torpedoes and missiles are a way to upgrade the offensive power (as they should be)
I loved the armed privateer, and armed merchant model. I have no issues with the concept of having increased firepower. In my immature gaming days, I used to go full max weapons and a'pirating we would go.
I just like the roleplaying aspect of this; an older ship may have double or triple turrets that were permitted because of service during wartime. A Jump-2> vessel might have improved weapons because of the exploratory need (Detached Scouts would fall into this category).
I also used to have my government bureaucrats get suspicious with any vessel with greater than Thrust 4, if it helps shape the thought process.