yeah, there have been changes, most noteably the addition of a subtype so you can specify with docking point or primary bank or whatever. although it's suposed to be an optional line (defaulting to -1 wich is any subtype)
also there no longer is a "primary_bank_1" or 2, there is just the "primary_bank" you specify wich ank via the subtype, subtype is a zero based index, so the first primary bank is subtype 0, the second one is 1, and third is 2, same thing for secondary banks
the new animation table code
$Subsystem:			primary1a, 1,0.0 ;;name it whatever you want                       	
	+non-targetable		 ;;unrelated to animation code, but this is were it goes
	$animation=triggered	 ;;specifies a triggered animation for this subsystem
	$type="primary_bank"	 ;;this is triggered by selecting an primary weapon bank
	+sub_type:0		 ;;the first bank, it's 0 based indexing
	+delay:0		 ;;the animation starts instantly rather than waiting a number of milliseconds
	+relative_angle:0,-180,0 ;;move around the x,y,and z axies this many degrees, this specifies the ending
				 ;;position of the subobject when the animation is done
	+velocity:0,90,0	 ;;howmany degrees the thing should rotate per second at the fastest
	+acceleration:0,60,0	 ;;how fast it should speed up
	+time:4000		 ;;the gameplay effect time
and docking related animations are disabled untill I can get goob to look over that bit of code