As good as it was, but too complex for FL, so I'll have to reduce polycount for hitbox. While it does work and works stable, however not accurate, e.g. works fine colliding simple hitboxes, but does acting weird against more complex. But that's a huge leap from plain crash to desktop, at least it works, now to fine tune it.
*sigh*. People, really, you are talking about amount of turrets, but in truth discussing a ship none of you have have actually flown yet. Each ship is unique as in form-factor, structure, placement, arc ranges and so forth, and there are many more important factors that play role in balance. If you talk about just one factor disregarding all others you aren't talking about balance at all, especially when people add "personally", that's just about throwing it out of the window. The amount of turrets, arc ranges, etc etc et, all will be tuned along the way, so your current talks are at large meaningless. And expecting consensus there? You can discuss it as much as you want, what matters for me are in-game tests, tests and even more tests. But first comes hitbox.
nice.. but especially looking on the first one.. it could use the wider "Saber frame" to hold it together as I suggested... but that's just me.
Also.. hard to find place for turrets yes... but that's up to you.
EDIT: On second look there are some obvious places for turrets...
1 in front of the Cockpit
2 on both sides of it
2 on the inside of the two secondary hulls just in front of the frame
2 on the outside at same place
2 on the middle frame on the downside.
I know you probably made it that way... so pick some nice places.... and "nice" firing arcs.
GBs that fire all turrets trough the hull are not really what I like.
Igiss says: Martin, you give them a finger, they bite off your arm.