If you were to clump several turrets together as one weapon/battery, it’s really no different than having them all separated (unless you’re using Multi-target). So, there would need to be some benefit to doing it.
You really couldn’t add a damage modifier, because 10 individual triple laser turrets shooting at one target will do the same damage as a battery consisting of 30 lasers.
You could say that it is more likely that the cluster of weapons will be more likely to hit a target (e.g. +1 or +2 DM to hit), but then you may want to lower the damage slightly. In other words, you’re throwing up a lot of firepower to improve your chances of inflicting a hit on the target, but you’re living with the likelihood that not all 30 lasers are going to actually hit.
Example:
For every 5 turrets in a battery, apply a +1DM to hit. Damage is by turret and weapon type:
Beam === delivers 1D-1* hits, zero counts as 1 hit
Pulse === delivers 2D-2* hits, zero counts as 1 hit
Missile === delivers 5D-5* hits, zero counts as 1 hit
Double turrets deliver two hits to each determined hit location
Triple turrets deliver three hits to each determined hit location
(* should probably be toned down)
Something similar could be done defensively for sand casters.
Maybe the crew requirement for a battery would be half as much. Maybe each battery could have its own computer…
Anyway, just some thoughts… just pulling this out of the lining of my vacc-suit. But it could be used as a design option that gives an advantage to larger ships in LBB2.
-Fox