I think while we're tossing around these ideas we really need to take a closer look at the turret variety available. Bear with me a second, I'll get to the point.
We all know range is king. If I can reach out and touch you and you can't hit back then HP doesn't matter. Second is speed. If you can keep range (think Raptors) then it REALLY doesn't matter. Turrets can't move, so that's moot, but they get tractor backup.
So, even if we balance off the turrets for range to hp/armor, you've still got this wild variety available to you, compared to your fleet. It's the equivalent of starting with around 7 hws (un-boosted caps) worth of variety fleet ships.
Now, let's do some further comparisons. Let's equate a triangle of turrets to the original triangle. Basics = Bombers, they crank on the artillery. Laser = Bombers, they abuse starships. Snipes = Fighters, they abuse the bombers. Their range to price makes up the difference. Who cares what smacks fighters, they're popcorn.
I know, it's a stretch, please, bear with me a littttllllleee longer.
Now, we've got our 'special' ship. Let's say Heavy Beam Cannons. Do these make up for Beam Frigates in cap?
What about Lightning Turrets? Are these equivalent in survivability (by cap) to an electric frigate cap?
You could make this equivalent discussion on all the turrets to a particular ship if you stretch it a bit. LRMs as Zenith Bombards. MRMs as Missile Frigs. Etc. The bonuses change but the basic methodology is there.
We have, for starting turrets: Snipers, LRMs, MRMs, Basics, Lightnings, Flaks, Lasers. Throw in Tractors, Gravs, and Tachyons for special abilities. Now get yourself some nice fat caps (except on the short range stuff, which seems backwards).
So, to my point. The Flak turrets seem to survive about as well as Laser Gatlings, something shortrange which hits a lot of things but none of them very hard. The price is low compared to a flight of gatlings. Gats have a little more range (6k), hit for 600, there's roughly 300 of them at mk 1, with a reload of 1. Their DPS ~180k, raw. It costs 60k to put up a cap.
Flaks range at 4k, are energy bomb, hit for 24k*4/7. So, about 13.5k optimal dps. At 49 of them that equates to 675k DPS, raw.
Survivability equivalence: 500k health each, for 25 million hp for the flak cap. Laser gats: 40k each, 300 of them, for 12 million hp by cap.
We're 2x to 3x an equivalent unit, a sandpaper fleet ship vs. a sandpaper turret, in all categories *except* range...
... and price. 30k for a cap of your Laser Gats. 250k for a cap of Flaks.
I think what we need to do here is not look at turrets as a unique unit type, but part of the cohesive whole. Find comparable units that work at that range/style and compare those caps, instead of comparing flaks to MRMs. That's like comparing Electric Bombers to Autobombs.
If we do that, we may find a better balancing point to the variety that's open from the initial point of the game. It may also come down to that, like basic turrets, we need to adjust upgrade costs in K to make the upgrade a viable alternative, simply because usage dictates that's what it'll take to make it viable.
Noone picks crappy ships for their homeworlds unless they have to. We need to find a way to make flaks not be a 'crappy ship'. Now we just need to find an equivalent comparison... and Laser Gatlings apparently made a really poor choice, simply on cost.
I know that rambled a bit, sorry.