It's true that we don't exactly have any limitation put for turrets. Each turret so far counts as a weapon, but we have quad and dual turrets on some Star Army ships. In my Miharu-related dilemma above, the fore/aft launchers could be construed as two weapons, each with an increased rate of fire to account for the four tubes. 2sec per tube sounded pretty ridiculous when I was looking at the older KFY ships, but it's not that outlandish when you're dealing with four tubes.
It doesn't diffuse the Arieg situation, though. he has fifty-ish times 8-missile packs that essentially don't have a reload rate. We all know there's stuff like that in the real world so we can't exactly dismiss it. In a way, Arieg's chosen method could even be ascribed to as a superior distribution method. Denying him that under the umbrella of being overpowered could actually be demeaning what could be construed as good engineering.
I actually contemplated the VLS system myself early on my ship design concepts because I thought it might be effective. I saw no reason why the torpedoes couldn't just turn around in midflight to go for thier targets. The reason I dropped it was because if I changed too much stuff around, the Miharu refit wouldn't have looked much like it was in the same ship lineage. That said, there must be a way to give it some merit, while making it stand out from the more common dedicated launcher system that's more common in SARP.