The next issue is atleast a once or two ahead; plenty of time to tinker with this.
The basic armor rules (tonnage and price) would by the LBB-5 formulas anyway (I have them already as I have the books 0-8 in one volume reprint edition).
As far as I understand, a Heavy Turret has 8 slots; Plasma/Fusion take 4 slots each; Laser/Missile/Sandcaster takes 1 slot each. So 8 lasers/missiles in one turret... still a bit heavy. I think that the Heavy Turret should be a "Quad Turret", that is 4 slots, Laser/Missile/Sandcaster take one slot each, Plasma/Fusion takle 2 slots each.
Another issue: Your tables don't mention the difference between Beam Lasers (accurate but weak) and Pulse Lasers (inaccurate but powerful). I think that Beam Lasers should have the Penetration of Pulse Lasers minus one - that is, a single beam laser has a penetration of +0. Not too good against armor, I'm afraid, but that how I think they should feel.
And the last issue for tonight - Missile Damage. I think that if SS3 is used, the Penetration value should be half the misile's damage - so a good 12-hits focused explosive warhead would be the penetration of a high-tech (TL14) Double Fusion turret. Light, relatively affordable nukes (below 1-kiloton) would be at the extremely high end of the damage table (0.5Kton would have a penetration of +25 and 10 Radiation damage per "hit"), but that's OK considering their price (which makes really big nukes almost non-viable for military use), and the fact that they could be shot down by lasers/ disabled by sand (one good hit and the KCr400 missile goes down the drain
)
EDIT: House rules of similar flavor, with bays and mass-launch facilities included:
http://www.freelancetraveller.com/features/shipyard/book2plus.html
They do have their problems (a Laser Bay does 30 hits per shot?), but I like their down-and-dirty approach and their Multiple Engine rules (Megacarriers glore!)