I like the FAQ 2010 torp idea where all torpedo waves are reprisented by the 4 strong torp marker. It represents torpedoes as more of a cluster of missiles representing potential damage to deal, or damage density, since 1 torp could take the same space as 20 torps.
I have an idea on how torps deal damage in their attack turn.
Once fired they move like normal until they hit an enemy ship, figure out how many ships are hit by the torpedo wave. Instead of reducing the strength of the torp wave for each turret hit, and for each torp that deals damage. Make attack runs against each ship at the full strength of the torp wave, reducing potential hits from turrets like normal.
Once all the attacks have been made, remove the torp marker from play as all of its potential has been used.
Example of this would be a 6 strong torp wave manages to hit 2 ships, each ship makes its turret attacks to reduce potential hits like normal, and then from the remaining 6 minus turret hits, make attacks on both ships, then remove the torp marker from play.
And if you dont like this as a general idea for torps, it could make for an interesting special issue torp. But then again if this was the norm, it could allow for some good potential special issue torps to base off of this model as well.