the turreted cannon is a marvellous idea I hadn't come up with yet - will instantly give it a try when I get home, thanks man!
How about making the small corrosive MC also turreted?
You could do since it's not really doing decent dps... the only problem with the idea is ammo management. You only really need to burst it every now and then to apply the special effect. If you have it turretted , you will have to turn it off through targetting or switching weapon group. Also considering all other weapons are gimballed; my recommendation is not to have it turretted.
Been revisiting the idea, and still having trouble justifying the benefits of a gunship for CZ compared to some of the alternatives....
The gunship still just feels lacking in most places other than raw attack power. In the same price range, the FDL outruns and out-turns it while having the shield capacity to remain close. Clipper built along similar conceptual lines feels like a bigger threat with the higher boost and still reasonably high damage. Courier, DBX, Vulture all feel like more bang for your buck given how quickly a CZ can turn against you.
About the only real benefit I see would be if I swapped in a fighter bay (more damage and distraction), but have also heard that using a fighter is usually a bad idea in a CZ due to the pilot of it dying quickly. So what am I missing?
I think the only thing you are missing is trying it out. With it's powerful power distributor, you will find that it's FA/off Boost manoeuverablity can keep you on target much better than you think. Also, keep in mind that its yaw turn speed is actually quite good so if you can use that instead of pitch when boost turning you'll be quids in.
As for the fighter, its a must... If you stick a size 6 bay, you have 16 fighters. I find I run out of multicannon ammo quicker than I run out of fighters.
Be sure to bind all the fighter commands to easily accessibly keys; especially the "attack my target (or focus target)" bind.
The biggest downside to the gunship is its speed. If a CZ turns against you, you cannot run and your only option is to fight or high wake (which is always a good practice anyway).
Once your shields are down, I found that before module reinforcement packages came along, my thrusters would get annihilated... Now I have them installed though, I haven't had a single issue and been able to high wake if things go that dire.
I have been down to 40% hull and had no modules destroyed thanks to the MRP's; and with a hull of just under 4000 armour, it's as tough as any of the big three (though with lesser hardness to be fair).
But, as mentioned by others above, situational awareness is key and don't think fighters are just there for DPS gain... they are also there as fodder.
For example:
CZ turns and suddenly I have 4+ ships after me. As I prefer to fight, I'd have 4 pips to shields, turn my cannon to fire at will and send my fighter off to engage 2-3 ships (all it needs to do is hit an NPC once (so long as you havent shot it)) and the fighter will aggro. Once it has hit, send it after the next. You should find that a fighter can engage multiple ships as it will zip off to the last one you tell it too while the others are at a distance where their gimballed weapons can't hurt it (much). Exception to this are NPC's with missiles.. which tend to annihilate fighters.
While doing ALL of this, I'm also destroying the smallest ships first in quick succession.
If at the same time you can also fly close to allied NPC's and engage and destroy whatever target they are focusing on, they will then turn on your aggressors and take them off your back allowing you to stay in the fight.
All in all, if you can be bothered with keeping all of the above things in mind, I feel that the gunship outclasses other ships in a CZ with exception of the big 3 (and even then, with 2.3 and the shield changes this may make the gunship a stronger alternative).
Lastly, with 2.3, the gunship has 2 seats

(I wish it had three for gunner and fighter buddies). As such you can have two fighters out - one of them human. This should help considerably (watch this space).
Edit: Another tip that has come to mind is that of course you want to prevent the CZ going bad in the first place (not always simple I know). I therefore always try and stay within a group of allied NPC's. If they have any of the big three, you want to ensure they survive. Taking out smaller ships first will always benefit you since you can kill them quicker than NPC's can in general.
Plus it's always awesome when the scanner shows a field of green with 3-6 reds dropping in waves only to get killed in no time (I've even found that I just boost around getting a hit on every ship that drops so I can claim the combat bonds before my 15+ allies kill them before I focus fire one down).
P.S. My hourly bond count is normally between 6-10 mil without powerplay bonuses; but I've been flying the gunship for a long time and know how it handles... just requires practise and a different mindset to the FDL Shield tank (which I do like to do as well... I just find the gunship is more of a funship).
FYI this is my
current build.
It needs further tweaking due to the shield boosters taking up too much power. Having FSD offline is never ideal.