I care more about gameplay than lore or complexities of orbitial math. It would simply be useful in the sense of enhancing gameplay and tactical choice if turrets could be given an on/off toggle ability called Orbit, only available when the turret is built within a rather small ring/distance from the planet, to allow them to slowly move within that small ringed area to address threats to said planet.
If you want to place a turret in deeper space around the well, great, but then it's stationary. If you want to nestle the turret at the planet, then it can move about the planet to fend off threats, avoiding the silly issue where a planet with 4-5-6 turrets has a gap somewhere where seige/cap gravitates, effectively negating all the turrets.
This avoids, I think, the issues of complexity with weird arbitrary orbits within the grav well, and issues of turrets exiting combat as they're dragged out of range by their orbit. It also avoids turrets having full mobility to roam the well at large - they're not starbase or hanger bay after all.
Imho, if turrets defended planets better, a beneficial natural result is that then seige could also be buffed a little bit to not be countered by a stiff breeze. I wish seige were either a bit more help for anti-SB, or that they damaged extractors production rate (not neccessarily the extractors themselves) in a way that could make it worthwild to sacrifice seige against unprotected extractors. i.e. That seige had more use case.
In essense, we so rarely find a use or need to make any seige, or turrets, we find it regrettable that otherwise fine graphics/coding/opportunity goes by the wayside many games. The lore discussion is fun, and has merit. My first desire is for more enhancement of gameplay and choice though.
-evoke