Now we need to think of how to calculate the values for "Turret" and "Bay" weapons. I think it should be kinda statistical, based on expected hits.
First, divide the number of turrets by 10 (grouping them into maximum factor batteries). Looking at the Beam tables, we see that a factor-9 beam battery firing at an agility-6 target (assuming equal computers) will hit on a 10+ (one-sixth of the time). So we could divide the number of batteries by 6 to get the expected number of hits per turn of fire.
Going to the ridiculous extreme, a 1,000,000 dton ship armed solely with turrets would have 10,000 turrets, giving 1,000 batteries and 166.7 probable hits per turn. It could bring 50% of those to bear (from the Batteries Bearing table) so that gives a final value of 83 (rounding down). That's a pretty big number but still only two digits.
For "Bay" weapons we follow the same basic procedure. A ship can have one "Bay" per 1000 dtons, and a factor-9 missile bay hits an Agility-6 (equal computer) target on an 8+ giving 41.67 percent hits. So using our former ISS Ridiculous (1,000,000 dtons) armed solely with 1,000 missile bays, 416.7 of those bays will hit per turn and 50% of them bear so that give a "Bay" factor of 208.
That's a really big number. But a Tigress-class DN with her 430 missile bays (as described in Supp. 9) would end up with a "Bay" rating of 89.6, large but manageable.
Further modifiers/subscripts: ships with lots of sandcasters need to have their "Turret" rating marked/modified somehow, in the same way that ships with lots of repulsors need to be marked. These weapons are purely defensive and perhaps should not be counted in the "Turret" total but (if present in sufficient number) earn a "bonus" in the form of a subscript.
Ships with lots of missile turrets also need a subscript to indicate that their ability to use their "Turret" value for point defense is reduced? Unless we want to allow turret missiles to be used against "Bay" missiles?