Battery Fire
Back to the battery fire problem. The solution, I think most of us agree, is one of (a) separating to-hit from damage, or (b) using statistical averaging at some point.
Separating to-hit from damage is easier for brains to deal with, while using statistics is better when very large weapon arrays are being used. So a total solution would have elements of each.
One roll, sum the damage
At the simplest level, when you fire more than one weapon of each type as one battery, you roll one time, and sum up the damage.
Example. firing a triple, a double, and a single turret beam laser results in one to-hit roll (8+ for beam lasers) using the single best DM available (in this case, there are no DMs), and inflicts 6 hits (if it hits).
Example. firing ten single laser turrets results in one to-hit roll (8+), and would inflict 10 hits.
Weapons and Mounts
It seems that the weapon type determines the base to-hit and damage, and the weapon's mount has optional damage and to-hit modifiers.
With only a minor loss of granularity, I can then divide turrets into two types: a standard turret with damage +0 and to-hit +0, and a pulse turret with damage +1 and to-hit -1.
Example. Five double pulse-turret lasers has a to-hit of 7+, and does 15 hits (10 lasers, +1 per pulse turret).
This system provides an easy way to plug in non-Book2 weapons. For example, a particle accelerator might have a to-hit of 7+ and a damage of 1 hit + 1 radiation hit.
Example. A single PA turret has a to-hit of 7+, and does 1 regular hit and 1 radiation hit. A single PA pulse turret has a to-hit of 8+, and does 2 regular hits. Five double PA pulse turrets has a to-hit of 8+, and does 15 regular hits and 10 radiation hits.
This system provides an easy way to plug in barbettes and bays. For example, a barbette might have to-hit +2. Installing a Pulse Barbette would increase damage and decrease to-hit.
This system yields two variations on one weapon. For example, one PA in a Barbette has a to-hit of 5+ and a damage of 1, but a PA in a Pulse Barbette has a to-hit of 6+ and a damage of 2.
Example. Eight dual PA pulse barbettes have a to-hit of 6+ and a damage of 24 hits, 16 radiation hits.
Armor
No matter what the mechanic is, armor levels have to be tuned to work with to-hit numbers, then to map High Guard armor levels to these levels, permitting easy transfer between the two.
Implications
The results of this system is that few civilian ships will be able to damage a Patrol Cruiser, because we'd slather some armor on the Patrol Cruiser. This is a Good Thing. But, it also means that two Patrol Cruisers that go head-to-head can still hurt each other, since superior mounts can cancel out the benefits of armor. In other words, we'd probably try to squeeze in a barbette or two.
So the military-oriented Book 2 ships would get a much-needed, minor facelift: they'd get armor, and probably some upgraded weapons too.
This also means that High Guard ships no longer have a design advantage over Book 2 ships, and the playing field is essentially leveled. These combat rules use the same weapons as those found in HG, and even though the rules are simpler, HG ships won't necessarily be at a disadvantage.