There's a really annoying 'feature' I've found when modding - FS2 treats turret fire rates on capital ships differently depending upon what team a ship is on. As a result, given the same weapon and the same AI for some turret, a friendly ship will fire a weapon with a small fire wait with that value - an enemy one won't. I suspect this has something to do with the difficulty setting, but even on the highest setting the fire rate of enemy turrets is still lower than if the ship's IFF was friendly. Also, I can't be sure, but I think turret targeting is also affected
What I suggest is an optional flag for entries the AI table to override this behaviour and just use the base value for the fire wait, regardless of IFF. It won't affect game balance this way and provides the most flexibility - you won't have to modify millions of weapons, just create a few new AIs and apply them as necessary.
(Note that this only affects weapons which have very low fire waits, but you can still see it in vanilla FS2 - turn traitor and attack a friendly Aeolus and see how fast you die when it flaks you, compared with something like the flak on a Moloch.)