Cool.
WhenFiredPrimaryBank / WhenFiredSecondaryBank (an event that requires input: a ship. returns an integer value of the bank fired)
The significance of this is that I can carry out the SEXP exactly when the weapon is actually fired, meaning the sexp won't work if the primary/secondary doesn't physically shoot out. This is the most important function; it is IMPERATIVE that this one is done, even if all the other ones I would like can't be created.
LoadedPrimaryIs / LoadedSecondaryIs (I'm not sure how to go about this one. I need something that detects, more or less, which type of primary or secondary the player's ship is using, so I can allow the player to have loadout selections in the campaign, which is going to be very useful)
TargetIs (returns the player's current target so I don't have to manually list out EVERY SINGLE FIGHTER, which will be a nightmare considering that with conventional methods it's extremely annoying, additional waves of fighters can't be sexp'ed iirc, etc)
Edit: and yes, a FireTurret SEXP would be helpful for obvious reasons.