No, there is no reason other than play-balance. It's as good a solution to the question as any other.
[lecture mode] At one point the US Army had a light tank or APC armed with 5 or 6 106mm recoilless guns. It was not more effective in its designated role than less expensive equipment. In the military soldiers and vehicles work together to accomplish missions and engender survivability.
Soldiers and vehicles are armed according to their mission. There are vehicles that are "overgunned," platforms barely large enough to mount the weapon. They are generally called "artillery." They depend on other units designed with maneuverability or armor (and lesser weapons) to minimize their vulnerability.
For the lone merchant or merc survival is the primary mission. It's a boolean function in which having more weapons can make a huge difference. There will be some limit based on structural integrity, and soft limits based on mass and maneuverability, and practical limits based on compromising cargo capacity for defense.
I consider the age of sail a good example. The size of the ship constrained the strength of decking and structure, which in turn constrained the maximum size gun that could be supported. Dynamics of bouyancy limited the number of guns and their height above the waterline. Seaworthiness limited the proximity of gunports to the waterline.
In space there are few such constraints. Bouyancy is a nonissue and dynamics of motion are simplified compared to floating a ship. Advanced weapons don't have recoil problems, nor depend on massive construction for structural integrity.
There were critical break-points in the age of sail: the minimum size ship that could have 24-pounders or better, the minimum size ship that could have two full gun decks, and the minimum for two full decks of 24-pounders. Each involves a compromise of speed and maneuverability.
Whatever system is proposed will have similar break points and compromises. Personally, I would like a design system that allows extra arms with appropriate space and mass costs. Q ships are one excellent example of "breaking the rules" with an overgunned ship. The challenge is making a system that isn't itself broken.
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oh, uh, /lecture mode]