Yes please!
What they need in addition to whats already mentioned:
=>Logic controled state. AI can be turned on/off or reset via logic. Changing targeting state, track current target etc would also be nice.
=>A seperate control pannel/interface for turrets. The game already recognises what is and isnt a turret, I feel that a player should have complete control and beable to change turrets just like how you can change thrust, weapons etc.
=>Following on from that, being able to manualy set up turret behaviour.
A bit of a pipe dream, but a basic scripting styled but easy to use interface such as this:
E.g
=>You could add an event for the turret to reset if not engaged for (x) ammount of time
=>Set up different behaviour trees for your turrets (and even AI) to follow), changeable via hotkeys/logic/interface.
=>Set turret priorities in different bahaviour tabs (e.g mass)
=>Set turrets to fire under certian conditions, e.g shield bellow <50%, only fire at target further than (x) distance, only fire certian weapons under specific conditions or orders.
=>Track largest entity within range
And so on.... with a proper bahavioural tree for AI in general, starting with turrets and ships this could vastly improve the game and player experiance.
Also for extra goodies being able to have client side sounds loaded and configured to be played when a turret fires would be dope as shit :D Client side logic control sounds would also vastly improve imersion, and soundpacks could be created. Being clientside, they only impact your experiance unless loaded by otherplayers.