I like what I see here, but let\'s do a thought experiment. Let\'s say I\'m trying to make the most efficient and effective weapon setup possible, and approaching it from the perspective of a designer who uses checkerboarded guns.
I\'ll be using the information in your first post, primarily (I read the rest of the thread, but the first post has the most actual details and numbers).
So I see that if I were to use the standard checkerboarded 1-AMCs, the accuracy would be, well, zero. So that\'s right out. I want some decent accuracy, so I\'ll try 10-long AMC arrays, whose base accuracy would be 90%. The splash damage would be 0, but since they\'re going to be checkerboarded, that should be fine. Plus, having 1x1 barrels gives me the maximum refire rate, which means it keeps the DPS high (assuming I can hit with them). Normally refiring repeatedly would quickly drop the accuracy to half the base accuracy (45%) and leave it there, which I imagine would make it pretty inaccurate, but I\'ve spotted your weapon stabilizers, so I\'m going to want to hook a ton of those up to the weapons computer to negate the penalty, as much as is feasible anyways. You didn\'t specifically include a formula for it, but since you said that they worked based on the difference between the number of AMCs hooked to the weapons computer and the number of stabilizers, how does this sound to you?
accuracyPercentReductionReduction = stabilizers/(AMCs+stabilizers)
minReducedAccuracy = accuracy *(1-(0.5 * (1 - accuracyPercentReductionReduction)))
(minReducedAccuracy when stabilizers = 0 is accuracy * 0.5)
(minReducedAccuracy when stabilizers = AMCs is accuracy * 0.75)
With that, if I use an equal number of stabilizers as AMCs I would reduce the accuracy penalty by 50% (e.g. instead of cutting accuracy by 50% max it would cut it by 25% max), and if I used twice as many, I\'d reduce it by 2/3, and if I used three times as many, I\'d reduce it by 75%.
The question then is, which is more effective: Doubling or tripling the number of AMCs with 45% accuracy (after the first few shots), or adding stabilizers to bump accuracy back up? If 0% accuracy is a 90 degree section and 100% is perfect aim, then 50% would be a 45 degree cone, in which case unless the ship is practically sitting on top of the enemy core, it would be extremely ineffective to try to core a ship with a 45% accuracy array.
Even 75% accuracy (using three times as many stabilizers as AMCs) would be a 22.5 degree cone, so this could quite possibly make this kind of weapon inferior to slower guns, which could only be a good thing.
(I would suggest that the accuracy penalty operate such that the accuracy degrades when the gun is fired and then begins to recover, or that it has the appearance of doing so. A slower firing gun would have more time to recover than a rapid-fire gun.)
Of course these may not be how you were envisioning the stabilizers or the accuracy working - they weren\'t specified precisely in the thread, so I extrapolated from the first post. It appears that how well your suggestion prevents numerous small guns from continuing to be overpowered may depend on how the accuracy and stabilizers are implemented.
That said, you probably don\'t want to make it impossible for fighters to exist, and the way this came out, it doesn\'t look favorable to them. I understand you hope missiles to be made worthwhile against capital ships at some point, which could make bombers be a thing, but as it stands fighters have issues trying to fly up to large capital ships (server issues with collision boxes or something).
Overall: Looks good. A little concerned about fighters.