Keith and I both made some changes to the ship shooting logic, and that may have double-slowed it. I didn't have his changes until this morning, and wasn't testing on fresh combat, but rather on the huge slowdown battle, so slowness in that wouldn't have been noticed. It still shouldn't have affected the overall balance of the speed of combat... except that his fixing of the bug probably did.
So there's probably a matter of both speeding up the reload a little, and actually making the firepower baseline a little higher to make it both look more active and also deal more damage. I'm going to let him take care of that bit, since that's more his area. In terms of the shots moving faster and thus having fewer in the air at once, that's a chance of mine that also contributes to this, and probably stacks with the other issues. To some extent that's a great thing, but that means even more that the time between salvos can be lower.