It adds more to the gameplay than adding artificial grind for no reason. Ship loadouts should be flexible and easily changed, not rigid like they are now. We already have a dozen+ weapon types that come in different sizes that would still need to be engineered anyway, taking way one of the layers isn't going to make the game a shallow mess that you think it will.
I really fail to see what it ads to the gameplay. Nothing imo - it's just a workaround lazy/arcade approach
Less choices, less decisions and less consequences does not add to the gameplay, it only makes it flatter
So i have this
Vette with a pair of huge fixed long range burst lasers, 3 turreted efficient beams (1 large and 2 mediums) and 2 small gimbaled high capacity multi-cannons
That means i've made some decisions in terms of combat efficacity. Excellent at long range sniping, not so excellent in close quarters versus nimble opponents.
Now you propose a lazy approach - i flip a switch and my fixed bursts can easily turn into either fixed or gimbals or even turrets so it's equally effective in a dogfight as well as long range sniping.
If you dont see a problem here, than we have a very different idea of keeping the gameplay interesting - resorting to iddqd features does not makes it interesting for me.
Also,
lore wise (sort of):
A fixed mount is as rugged and hardened as it can be, so weapons will be able to pack a bigger punch while using less power (because there is no electro-mechanic components for moving and tracking which means more power can be diverted to damage increase)
Then gimbals have less sturdier mounts, some of the power that would be used to pump damage will be diverted to moving and tracking, so they have less damaged than fixed while using the most power of all the mounts type.
And at last turrets, even less sturdier, the load they are able to bring to bear is smaller, they are providing even less damage but also the smallest power requirements
And you want to level all those with the flip of a switch.
No, thanks.