gendo666 said:
I also noticed that in the original books, in the ship design book (Book 02 - pg19):
Fire control is specifically stated to be in the turret of the smaller ship. In the merchant ship, however, space for fire control is simply allocated instead. I don't know if this slight quibbling over the wording can be interpreted as larger ships having more choices for placement of fire control.
It's open to interpretation. I've seen it taken both ways (as the turret itself or separate from the turret). I've always taken it as the turret itself simply because otherwise the implication is that the turret itself has no volume or is additional volume not counted towards the ship tonnage, neither of which strikes me as the intent or realistic in the design rules.
I'll try to hunt up and post a few views of my take on turrets later. Basically it is approximately a 3m diameter 3m tall cylinder with an external bubble on top. The bottom of the can has a 1.5m cube (approx) workstation with electronics adjacent on one side. Across from that is the internal weapon systems (capacitors for laser, magazines for munitions, depending on the configuration). The slivers to each side are the turret tracking and gearing, and ejection system*. The bubble at the top contains the actual weapon business ends (barrels or launch rails).
A hardpoint designated as such but without a turret or weapons (such as the Free Trader) just has an empty space there, plated over, and often used for collecting junk or slacking off
A hardpoint with a turret installed but no weaponry (such as the Mercenary Cruiser) has everything but the bubble and weapons. It appears externally identical to the empty hardpoint and is simply plated over. It can be used for gunnery simulation and includes the ejection system.
The whole is actually a little over 1ton (closer to 2tons) but I fudge call it close enough. I could make it smaller, and have toyed with making it half a deck tall to make it 1ton and fit better in some deckplans (like the Scout with it's top turret). Someday I may even ret-con it to that

Maybe even today after typing that

Of course I'll have to edit some deckplans and adjust those views but that shouldn't be too hard. And it is the last area of overtonnage in my TU that has been annoying me for some time.
* my turret cans have long been autoeject (with a secure manual override) for gunner/ship survival. In the event of catastrophic damage (turret destroyed for example) the whole ejects and separates. The gunner survives (usually) to be picked up or make planetfall with the vaccsuit reentry kit, and the weaponry clears the area before the munitions and/or capacitors cook off and explode