capital ship weapons are mostly free for all - at least untill the community finally agrees to stick to faction weapons - or at least to lawful vs. unlawful weapons. point is - most basic turrets are fairly similar, even nomad turrets, - which are slightly better - but not really much.
it becomes tricky when you d apply the special turrets to roleplay, too. battlerazors ( are they bretonian or order? ), mortars ( order ), infernos ( outcast ).
or maybe go for additional equipment. train disruptors are basicly a red hessian thing. ( but sold on capetown BHG base, too ), supernovas are order tech - but not only available in various places, but also essential. ( you can fly a bomber with hullbusters and double infernos allright - but supernovas are still sort of better for most of it )
all in all, it depeonds on what the community finds acceptable - or in roleplay for both, capital ships and fighters.