...Instead of asking Schine to reinvent the weapons (again) over the next 8 years, maybe it would be better to take a good look at what works and what doesn't with regard to the current weapon systems...
Well, nothing works, so... :/
Missiles are so entirely broken right now, they're unusable. Nothing is fixed at all, far from it. Did Schine want people to abandon using missiles entirely, and abandon the game? Mission accomplished. I gave them a fair chance, refit an old missile turret. Didn't work at all. Tried making new turrets, tried experimenting. Results below. Spoiler: they didn't work.
There should be functionality but also aesthetic to missiles. Maybe WE EFFING LIKE TO SEE 26 MISSILES COME OUT OF A TURRET or ship and gundam/robotech/DAKA their way through space to slam a target. So what. Let us. Empower players. Enable players. If there's lag, if the AI aren't accurate, then fix those problems.
My experimental turret has 1 missile computer, 1 slave of 1 beam, 4 tubes not touching each other in hopes of giving 4 missiles shot out. Logically this would need a capacity of 4 missiles, right? ... NO, I put 40 missile capacity modules on that dang turret, and still only 1 dang missile shoots out and it's reload time isn't even close to what is specified in the ship stats and gun window stats. Much, much longer. Doesn't matter what mode it's in: focused, volley, unfocused - NOTHING fires 4 missiles from those 4 output tubes, ever. I even tried a bobby AI firing 4 separate missile computers on 4 separate tubes, and no, only 1 missile at a time. I put 80, 100, 500 freaking missile capacity blocks on the turret. No. Just 1 missile, each, fricking, time it fires. That's not working at all.
Missile AI accuracy needs to be separate from cannon/beam AI. I agree with earlier statements that players feel compelled to shoot more missiles because previous shot missed.
We get that the "missile capacity mod" is supposed to be like a little factory or cargo that makes and holds the missiles to send to the tubes, which have a reload stat, then fire, but we need stats on how they function in the game. IN THE GAME. in the block info window in our inventory, as the block description. We need to see those stats in build mode system stats. We can't see anything right now. There's no documentation at all about how fast missiles are made in the capacity blocks. ...and what logic is there in 1 capacity block only holding 0.1 or less of a missile? That's not fair to players. 1 capacity block should = 1 missile. The tubes themselves have a reload stat that should govern how fast missiles are "made" /reloaded, and it's affected by the slave module type (cannon, beam, missile).
If not, then you're going to have to add a new block called a Missile Factory block to control how fast missiles are made and put into the capacity blocks, to reload into tubes, to actually give players control over this in their ships.