I wasn't using numbers either, just the historical behavior of the ship. There was a reason historically that the big guns didn't tend to get used against torpedo bombers, the need to conserve ammo being part of the reason but the difficulty in hitting the target was definitely the other part. Historically, it took roughly a half-minute to load one of the big guns, and they're intended for carefully aimed fire at distant targets with much more limited maneuverability than torpedo bombers. The 5-inchers historically could put out 8 or 9 rounds per minute so were more effective against smaller and more maneuverable targets.
Mind, I don't know what their characteristics would be in a game. I'm not familiar with the Mongoose rule system, so I can't read your ship design table, and I don't know how the combat system works. There's also the rule of cool: it definitely makes for a more exciting story to see the 16-inch shell strike squarely against the approaching grav tank, however the math plays out. One ton of mass hitting at Mach 2 against a target that is itself closing at close to 1/3 the speed of sound is a stirring image. That being said, the general idea of the ship design was to use the faster smaller guns against the faster smaller targets, so there should have been a bunch of 5-inchers opening up on the tanks - and largely having no effect before the 16-inchers open up.