Turrets...
There are a hundred or more posts using them but I'll keep it simple.
Forward Fire - Act as fixed weapons. When an enemy target is using chaff gimballed weapons miss a lot. Fixed weapons if you can hit the target defeats this. Even with regular gimballed weapons deselect the target then these fixed weapons defeat chaff.
Target Enemy - They will continue to fire unless you deselect the target or select another fire group. Comes in handy when using advanced engineered weapons in different fire groups. If your combat skills are poor in a slow turning ship they will keep firing if you engineered your ship to take the damage.
Fire at Will - They will defend your ship with any red designated enemy attacking you. OK, but if the good guys show up, or worse in a CZ if you hit one of them you're going to have to get out of Dodge with a fine. Worse with notoriety if your turreted weapons kill them. Best used in Anarchy systems without a fine or 1-on-1 in open play if you scanned them as wanted. The problem is that they may kill you while completing the scan. Seconds count in open play.
When used properly turrets have an advantage although the least DPS in the game for new players. Those who have excelled at this game in an Anaconda, Corvette, Cutter, Clipper, Fer de Lance, even a Python or may I suggest an interesting engineered Imp Courier doesn't need turrets. But you will figure that out.
NEVER depend upon your ship build and weapons. Always depend upon your piloting skills and learn from your experience and mistakes. Then you can fly any ship in the game knowing exactly how to best use it. That is the difference between playing a game and understanding the game. Maybe Zen has a lot to do with it...go figure.
Regards