1) Each ship is limited to 3 different weapons. Capitals already use 3, so you wouldn't be able to add a 4th. Frigates and cruisers can take it, but they don't have firing points in their models for other weapons so the weapon fire will come out of the dead center of the ship, not out of any barrel or anything. However, if you want to do it here's how weapons are done:
From PLANETMODULE_TECHORBITALGAUSSDEFENSE.entity:
NumWeapons 1
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "GAUSS"
DamagePerBank:FRONT 120.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 6700.000000
PreBuffCooldownTime 6.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.000000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_Tech_OrbitalDefense_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound "WEAPON_TECH_GAUSSCANNON_MUZZLE"
hitEffectName "Weapon_Tech_OrbitalDefense_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_Tech_OrbitalDefense_Bullet"
** This will look a little different in Entrenchment **
That basically defines the weapon. Damage, range, cooldown, effects, etc. Notice how it starts, NumWeapons tells the game how many weapons the entity has, and the actual weapon definition is all in that block. To add it to a ship, all you'd have to do is increase the ship's NumWeapons count (remember, can't go above 3), and paste the weapon block there.
2) Each race has their own AI names. From PlayerTech (TEC):
aiNameData
nameCount 10
name "IDSPlayerAINameTech0"
name "IDSPlayerAINameTech1"
name "IDSPlayerAINameTech2"
name "IDSPlayerAINameTech3"
name "IDSPlayerAINameTech4"
name "IDSPlayerAINameTech5"
name "IDSPlayerAINameTech6"
name "IDSPlayerAINameTech7"
name "IDSPlayerAINameTech8"
name "IDSPlayerAINameTech9"
Open the English.str file in the String folder, and look for those tags. IDSPlayerAINamexxxx is the internal ID, and the Value field for the tag is what shows in-game.
3) Each ship has these. From FrigateTechLight (Cobalt):
basePrice
credits 300.000000
metal 55.000000
crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
Costs, fleet points, and build time in seconds. Pretty self explanatory.
For names:
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
Similar to the AI names above, the IDS_ tags are in the English.str file. In this case, IDS_FRIGATE_TECHLIGHT_NAME would have "Cobalt" as the value, and _DESCRIPTION would have the description that you read on the infocard.