There is also the discrepancy in what a turret volume is depending on Book 2 vs. HG.
In Book 2 1 ton per hardpoint is set aside for fire control, but it doesn't specify if the turret uses that, or if the turret is on top of that. I have always assumed the latter IMTU, having the FC be incorporated into the ship's sensor and avionics suite. Since the turret is mainly attached to the outside of the ship I figure some fudge factor is allowed for it's total volume.
In HG a turret takes 1 ton and no mention is made of tonnage allocated to fire control. So, the question of exactly how much volume the turret takes, including FC, traversing gear, weapons, and where the gunner goes....is all left hanging.
True to a point, but we have to go with what we know from the design rules. And that is that the 1ton turrets in HG are the same as the turrets in Book 2 and you only have the hull tonnage to work with so there's no room to fudge a turret blister outside that. It has to be included in the total. Of course I fudge when deckplanning*, that's explicitly allowed, just not actual design tonnage. So it is in the deckplanning phase that the blister and some extra bits appear. More on that in a moment.
* comes to about 2 tons actually, so I'm over the fudge allowance but I ignore it since I'm typically well under everywhere else the way I tend to draw deckplans, see below for description
Whether you call it fire control (in the same way the bridge is more than a place to sit) or don't name it at all that one ton is the weapons, gunner (per turret as required in Book 2, optional in Book 5 if you choose to group as batteries), and gear to make it work. A lot to ask of 1ton but doable (though my deckplan fudge shows 2tons would be fine).
And of course this all begs the question of the volume differences in single, double, or triple turrets.
Which I also neatly (imo) addressed early on in CT for MTU. It all hangs together (even if I don't always do a good job of describing it in one palce).
The way I handle that (and the blister et al) is:
The MCr0.1 for the hardpoint (an ommission in HG I'm convinced) is the basic empty turret with gunner workstation and tracking gear. On the deckplan this gets you two half ton squares, one is the seat the other is empty, inside a 3m diameter ring to allow full rotation of the whole turret. The bits of the circle not part of the squares is the tracking gears and such. On a flat layout (as described) the turret blister sticks out the top or bottom of the hull about 1.5m and access is via a hatch behind the seat for the gunner, and across from that on the other side for reloading and maintenance of the weapons. I try to avoid mounting turrets that stick out the side of the hull because of the complication (usually) of the 90 deg offset of the ship gravity to the gunner orientation.
The turret cost (MCr1 for triple, MCr0.5 for double, MCr0.2 for single) is the installation cost for that number of weapons. So there are no single, double or triple turrets except as a definition of the number of weapons installed. All turrets (the above MCr0.1 cost) have three racks ready for installation of any standard turret weapon. The difference in the cost is the extra cost to upgrade if desired.
For example:
A Free-Trader just off the assembly line has two hardpoints costing MCr0.2 and each hardpoint comes with a gunner workstation and 3 empty racks. It can be used in this state for simulation practice, or even carrying half a ton of whatever cramed in the weapon rack space. It's also a nice quiet place of solitude for a crewman with the access to hide out for a while.
Soon after launching the Captain decides a little kick might be handy, but he's short on cash so all he can afford is a Sand Caster and Two Pulse Lasers. That sets him back MCr1.25 and installing the Sand Caster in one turret costs MCr0.2 and the two Pulse Lasers installed in the other turret cost MCr0.5 for a total layout of MCr1.95.
Later he has enough saved to upgrade and decides to add two Missile Launchers to the Sand Caster turret, and another Sand Caster to the two Pulse Laser turret. The weapons cost a total of MCr1.75 and the install of two Missile Launchers beside the Sand Caster costs MCr0.8 (difference between triple install of MCr1.0 and single install of MCr0.2) while the install of the single Sand Caster between the two Pulse Lasers costs MCr0.5 (the difference between double install of MCr0.5 and triple install of MCr1.0).
No cost for removal of weapons (and trade in value allowed on the weapon) but install of replacements is the same as new as outlined above.