Actually against an armored opponent your damage goes way down. Armor factor 11 reduces your individual 3 laser batteries to no damage. A Factor 9 battery will still do damage to an Armor Factor 15 ship. Granted it won't do much SI damage, generally 2-4 points, but each time it does SI damage it also scores on the internal hit damage chart.
Your factor 3 nukes or laser heads won't damage an armored ship either, but if it is against an Armored ship with factor 15 armor and no damper, fighters being typical in this regard, you will still do damage. Again not much but internal hits are internal hits.
Also a crit from a big battery is going to do lots of damage, especially with nukes where a small battery won't do nearly as much per hit.
Against unarmored ships, ie Merchants or some of the ships in TA7 sure spread out your fire. Drednaught with no armour=Dred Not! But against real combat vessels, keep your batteries. Now High Guard, stated specifically that batteries have to be chosen at design time. Which means you can't decide to fire one round as one big battery and next round as 10 small batteries. T20 doesn't specifically state that but crew requirements imply it that way, 1 gunner per battery. Since the T20 rules are based on HG.... In MTU batteries are determined at time of ship design, the exception being fighter squadrons. Fighters need all the help they can get.
On Capital ships I find that turrets fill a more defensive role. In my designs the Laser turrets are there for knocking down missiles. In that case, given the ease in which gunners shoot down missiles I would tend to group my lasers into smaller batteries and have lots more of them. Keep the missile batteries grouped, or more commonly in bays. Sandcasters add so keep them grouped small. PA's in bays or not at all. Meson, well that is your Spinal, though a bunch of 100T bays and no spinal is a very, very nasty proposition. Spinal Meson mount 55% of the time kills any starship outright, 100T (tl 14+) bay will reduce most capital ships to SI<0 30% of the time. Fusion and Plasma guns are too short ranged and power intensive for anything but specialist operations. Or good for ships with really lousy sensors.
Of course in T20 on Capital ships the Meson weapon is king and everything else is just a side show, so does it really matter?
That is my take on weapons and batteries in T20.