How NQ plans to implement turrets, or combat for that matter is pure conjecture at this point.
With ANY game that has AI, there is a balance that needs to be achieved. Since the AI in a computer can be a crack shot, and always place that round through your right eye, programmers need to balance AI accuracy with realism, player challenge, and player enjoyment. Players want "Realism", but they also want to progress in the game. They just don't want to progress too easily.
An auto-turret should be balanced to provide a realistic result, while not being as "Effective" in combat as a player manned turret. Effectiveness could equate to less damage, less accuracy, a slower response, or possibly more power/resource consumption. Maybe it should behave at a skill level of the green newbie straight out of flight school. Whereas, your teammate, may be an awesome shot with years of experience.
Some players believe that auto-turrets will break multiplayer cohesion. It's very possible that auto-turrets, or scripted weapons COULD do this if not properly balanced. There are a lot of players that would like to play a game with several teammates manning different parts of the same ship. They SHOULD be more effective than the same ship with scripts and auto turrets. You're maximizing firepower and accuracy and minimizing construct resources.
But the cohesion of your Organization, could ALSO apply to a fleet of ships attacking the same objective. In this strategic example, the organization decides to throw more resources at the problem, so they don't have "all their eggs in one basket". Instead of one highly performing ship, they decide to use multiple inferior ships.
Both strategies recognize and depend upon Organization cohesiveness, and both strategies should be a available as an option. One method should not significantly out-way the other, all other things being equal.
I'm sure most Eve players recognize that the Organization with the most resources usually wins the battle. Don't expect your new Org with 5 friends from school to outperform Band of Outlaws. You'll never have the resources to compete. There's nothing prohibiting a large Org from fielding SEVERAL multiplayer ships against your fleet of single player ships. The winner will most likely be the organization who has invested the most player, voxel, and script based resources to the battle. Not whether a specific number of ships were multiplayer verses the number of single player ships.
Unfortunately, if a game is played enough, there usually ends up being a "preferred" strategy or loadout. I'm betting you'll find a tutorial on a fan site within weeks of Dual Universes release. Players find ways to exploit the resources they've been provided. NovaQuark should focus on providing a balanced solution that has as many variants as possible. Of course, balance has to start somewhere.
NovaQuark should start out with a couple of options, and then invent new elements that can provide balanced variation. The more variation you have, the more difficult it is to balance things. So go slowly, but variety adds to the spice of gaming life. Variety vanquishes repetitive, boring game play, and it provides the player with more strategic options.
In my opinion, well balanced auto-turrets should be a part of Dual Universe.