There are some important details on this that I'm not sure of, since they're Keith's domain and he's been iterating on the concepts. He's out until Monday, though.
I can tell you that there are a variety of sizes of turret, some of which are in groups of 5 or even more, and some of which are only in pairs or just solo. From a visual standpoint we have overall three sizes of turret: the interplanetary ones, which are larger than anything in AI War Classic; the whole-planet ones like orbital mass drivers and ion cannons; and then the "smaller stuff."
Even in the realm of just the smaller stuff, there's something like a 400% difference in scale from the largest to the smallest.
Perhaps most critical to mention: this stuff is easy to mod in xml, and it's also easy for us and/or you to test various methods of these working simply by adjusting the unit caps and squad member numbers in the xml, etc. The balance changes aren't something that you or anybody have to do in a purely-theoretical fashion, or make spreadsheets for. I mean, you CAN, but you can also just change things directly and then see how it feels. If it feels better, then suggest the changes on the forums or mantis and see how everyone else reacts.
If we find that there are wildly differing ways that people want to use the turrets, then there's nothing stopping us from adding a lobby option for having things like "more individual turrets instead of squads of turrets" or something to that effect.
As to the way things are exactly-this-second, I think Keith has expressed some unhappiness with the current setup on turrets, and hence the iteration I mentioned. I'm not sure where exactly that will end up, but it's one of the many reasons we're happy to have people giving us feedback pre-1.0. AI War Classic was a lot more rigid and Keith and I were a huge bottleneck in terms of balance. That's not the case on AI War 2.