While I do sort of agree with you on the missile hole bit, I feel like the texture matches the loadout pretty well. There are 6 gunports right over the cockpit, all distinct and different from the missile ports. There are also three distinct sizes of missile holes: the small ones on the inner and outer sides of the pods, (bank 1), the medium ones in the middle of the pods and on the wingtips (bank 2) and the huge ones beside the gunports (bank three). One would think that a distinct hole size corresponds to a similar missile capability. IMHO, whoever is responsible for the high-poly Myrm made a mistake when they made those outer holes tubes instead of cased holes, since they are quite clearly missile launch ports on the old model. Now the sensibility of having missile pods on the wingtips is another question entirely.
If you want an example of a gun port layout that is clearly wrong based off of the textures, I give you the HercII. The maps for the Herc 2 clearly have no less than 8 gunports, but the actual gun ports are situated exactly between them. I know this was done to make the Herc II not uber, but come on. How hard is it to fix the textures to reflect that?
EDIT2: By the way WMC, bank 1 has half of its firepoints in each pod, not some wierd distribution. It's pretty symmetric actually.
EDIT: There's also the point that clustered weapons near the centerline are far superior to widly spaced guns on the tips of wings. Aldo's Claymore Mk II (I think that's the one, been a while since I had any of them open) was almost impossible to fly, because the shots were so spread that they rarely hit anything. You have the cost in energy of having 8 banks, but only effectively have 2 at any given time and you have to miss to land those.