Point taken, Sir.
Excuse my perpetuating the question, but my (admittedly somewhat weak - at the minimum specs level of SoaSE) desktop had much difficulty running SupCom at fully zoomed out levels with a total of about 500-600 units, and a little bit of trouble, though I didn't experiment too much, with a try-out of a low-level Warlords mod on HW2. Clearly it was the CPU that was having difficulty, since the GPU didn't have to render much more than little icons throwing little yellow dots at each other - if I've got the roles of CPU and GPU confused, please let me know - so I concluded that all that calculations would eventually wear my PC down, especially since just about every one of the land units would of course have to move their respective turrets before firing. Of course, it might have been something else that was causing the slow-down, but it strikes me that the huge quantity of units firing simultaneously (say, about 100-200 at once) was a little bit high.
That experience is partly behind my part of the argument, and the reason I tend to support Ron like this.
Have I got this all wrong? I respect what EvilJedi says, but... *shrug* I think with the moving turrets idea, the minimum specs would have to be raised at least a little bit in terms of lag. I don't know or understand this business about meshes; I'll leave that up to you guys

I have one other point to make, sir, and I think this is slightly more relevant to Ron's point. By having the turrets rotate (according to the condition that they fire only once lined up), the rates of fire of each ship would slow down. Agreed? In tracking between targets, there would be some change in rate of fire until the turrets are locked onto the new targets.
Now assume that in a multiplayer match with two people, one person has this "moving turrets" option enabled, and the other does not.
Therefore, for the enabled-optioned person, there would be a change in rate of fire for each ship in the system.
For the disabled-optioned person, this change would not exist since the turrets wouldn't move. This would lead to a desync.
The only solution to this of which I can think is if the moving turret effect is indeed purely cosmetic.
What do you think? Am I being too confusing?