But an Ogrov just sitting somewhere will do absolutly nothing when attacked.
This is true of any ship, though. They attack based on their weapons, not whether or not they themselves are being attacked.
Hmm, I don't know what the sins script looks like but there must be a variable that prevents AI considering a weapon when deciding movement.
It couldn't be that hard to rig secondary weapons to only fire on things that enter their arc could it?
It could get pretty complicated. For one thing, a ship can only be ordered to use a primary weapon. For example if you give the Kol an attack command, it will always shoot that target with its beams (primary), and its secondary weapons will pick their own targets. So if the Ogrovs just get a secondary weapon you wouldn't be able to control what it shoots at, but the auto-attack will always be focused on structures. So if something happens to be nearby and in the weapon arc, it would get shot at. But at the same time, all ships except capitals and anti-fighter only have frontal guns, so giving anti-structure cruisers more coverage doesn't make much sense in that context.
If you make the anti-ship weapon its primary, then you wouldn't be able to target the anti-structure weapons.
I suppose it is possible for IC to re-write the combat engine a bit so that it takes the target type into account. Since they included a switch to make a weapon only able to shoot at buildings, it could be changed so that when giving an order it picks the highest damage weapon that can attack that target, so clicking a building would use the torpedoes/blue goop, and clicking a ship would use the secondary weapon.
But.. I don't think it's worth for them to spend time doing that since the benefit is pretty marginal currently. Wouldn't be bad to open up a few more modding possibilities, I suppose.