@ Gunz randomness - I think SOME degree of randomness wouldn't hurt anyone, but it should be on levels varying between strong and vary strong. With no option for weak. Alternatively - gunz stop being random after you lock-on.
OR [this came to me right at this moment, so it's completely untested and not even thought through] what if gunz [and big gunz too?] would become random [-1d6 strength, for example] when ship is on special orders [other than lock on]? Instead of halving them? That would make Orks dangerously unpredictable for the enemy. In the 'it's braced, but I can't count on it being useless' sort of way. This is Orky, this is random, and is, in most cases, not a disadvantage making planning impossible. It makes life of an opponent harder though, because Ork randomness suddenly makes HIS plans harder to execute. You have your chance to call this bad idea now, because in process of writing it I've managed to convince myself it's brilliant!
@half random torpedos - difference between d3+3 and d6 is crucial - you can be ure you'll get something out of this ship. When you reload ordnance [especially on the cruiser] only to roll 1 on the salvo strength, you basically wasted your order, and possibly a turn. d3+3 makes torpedoes always viable, with some randomness still involved.
@turrets. True, I forgoth Ravagers have 1 turret more. 3 for them, then. I'm not sure if fleet should still have access to an additional turret upgrade, though. Needs testing if potential 4 turrets hitting on 5+ isn't too strong on a cruiser. Though today, 3 turret cruisers were able to not immediately fall apart against Tau. It didn't seem too strong.
@heavy gunz: So: range 30, left shift for close range as normal, right shift if over 15?