Somethimes I get the feeling, that flaks were nerfed a bit too hard (I'm saying that as one of the former flak abusers, so bias is possible)
But at any rate - I considered its superiority as a side effect, not a primary offensive capability. The guns were most useful for doing some rep fixing for new guys. My cruiser would just vaporize a wave of fighters (mission) in 2 flaks and a CD.
The other reason for these guns' greatness was their predictability. The projectile didn't think, just go forward. And then - in contrast to missles you could get some good hit ratio.
Anyway - as for me, flaks might as well be deleted now. FL just doesn't support this kind of weapon as it realistically should. And it porbably never will.
And I believe that isn't possible to code. At least I haven't seen it done any better than disco had.
Had an idea (possily impossible to code too) What if the gun fired two "missles" One would be a neatly-tracking CD-like missle, with a large blast radius - the second - a non-homing heavy hitter. Would work like a CD+flak shot before, but wouldn't require ammo (Forgot to mention - the CD ammo limitation was a SERIOUS flaw, not to mention the CD's vulnerabiliy to explosions)
Bestest solution would be something using a gun projectectile with an explosion range of around 100 meters (NOT missle to prevent delay and allow using the targeting crosshairs effectively) with a proximity fuse. And then - Hallelujah! we have capship point defence turrets!
Anti fighter guns: something with low range (800-900 or so), so as to be rather useless against capships, but good at tearing apart fighters who get too close. high refire would be nice too...1220 damage, 2.00 refire, something along those lines.