I didn't think to copy the server's config. I've done that now and reloaded the missile turret:
With the server config, the missile-beam combination grants no additional range; 5000m either way, which was why I chose beam over pulse in the first place. So yeah, cutting back to a beam-pulse combo sounds reasonable now. The shield capacity went up to 979k, but the recharge rate dropped to 10k (this is disturbing) and the power capacity went up to 82 million (holy FUCK)
We can make this much smaller this way, and yes the shields were extraneous on a home-base-only turret, but I don't like designing things that are useless in all but one situation.
Here's the revision;
5615 missile tubes
5615 pulse modules
11628 power capacitors
4400 power reactors (about 960k e/sec total)
And that achieves just over 5mil alpha damage and 50mil capacity. It takes 105 seconds to reload, but only ~60sec to recharge power capacitors to 100%, so this turret is effectively self-sufficient and will not draw from our station. No shields this time, no hull, just a big ugly rectangle thing.
I also put the rotational mechanisms at the center of the turret, in the core room, so it can rotate 360* on either axis, which I thought was useful. I had been using the explosive effect to give the extra eplosion radius (effects also add their block count to the damage calculations) but it isn't strictly necessary with a pulse nuke.
I'd suggest combining these with smaller rapid-fire turrets that can maintain damage over an extended period, just in case.
Also, Sonlirain;
You don't need 19k capacitors for any reason other than to make a very big boom