Let me clarify:
Someone makes a new ship available to the masses, makes an HLP thread about it, and uploads it to FSMods, and maybe some other mirrors. When will you download it? Of course, if you want to use it for your own mod. For the sake of using your bandwidth, you don't download FS mods. So casual players are already out of the question because they don't have their own mods in which they plan to use the said ship. And fewer than 100% of people with their own mods in development will download a new ship.
It'd be very surprising if I knew exact statistics about the player:modder ratio in the community. If I did, I would boast with it, upload it on the wiki, and my custom title would be "Statistics Guy". That's why I'm limited to guesses. It's a guess, it's inaccurate, and I didn't say my numbers were correct. I was trying to make the point that even if the given ships are released before the campaign it's supposed to feature first, it's only a marginal number of players that will not experience the great "first encounter". (And was someone threatening you with a gun that if you won't download that ship there'll be trouble? I don't think so.) See my experience about the Ticonderoga below. Warning: I'm completely aware that it's my personal experience, so don't generalize it. It's the best I can offer to make my point. If you've got a different experience about the issue, you experienced it under different circumstances: A different ship, a different mission, a different mod.
If you're a modder, it's likely that you'll change the tables a bit to make it match your mod's weapons and style. You will ideally learn about all the turret locations, but there's no guarantee that when you encounter the said ship in someone else's mod, you'll already be able to predict how the other modder used that ship.
It happens that I have some similar experience with the Ticonderoga, Hamano's Leviathan-upgrade cruiser. I use it in my mod, and I encountered it while testing for CoW3. Of course I thought I knew the Ticonderoga, but ShadowWolf and I use the Tico under different circumstances and it's got different guns, so I had to replay the said mission three or four times to learn where the AAAs are located and which ones are the anti-warship guns. Eventually it turned out I wasn't even supposed to approach it. The mission happens to be built so. And CoW and my mod use a completely different set of weapons that the player can use. It was a different experience, and it didn't matter that I knew about the Tico's shape and had some vague idea where its more vulnerable spots are. If the mission is built in a way that you cannot exploit the ship's weakness (if there's any) then you could have spent your whole life investigating the said ship's POF file and creating missions that allowed different scenarios to play out, you just won't be able to your knowledge because the other mission designer has a different way of thinking about what any given mod can be used for.