Rather than have fixed guns and missiles and/or missile launchers, using sub-units that can be targetted and destroyed, would a) be more visually satisfying, b) allow for more interesting gameplay, if, to take out a large ship, it had to be done in stages, like taking out the defense turrets first. Even better would be general destructible subunits, such that you could attack a carrier by torpedoing all its fighter launch bays, so that it can launch no fighters; or perhaps send a flight group to take out all the antennas near the bridge, so that it cannot issue orders to the fighters once they are launched (such that the fighter AI would become a "fire at will" in effectiveness, etceteras.
Ammo tracking refers to AI's missile counts being tracked. If a Talon launches a missile, it should then only have one missile left; and if it launches a second time it should now have NO missiles, meaning: a) it should LOOK like it has no missiles at the wing-tips, and B) it should in fact not be able to launch any.
Communication model isn't implemented yet, though probably should be one day.
Visible mounts: already present, but for some reason don't work.
Mount damage is already present, albeit "in embryo" hardcoded form until a better upgrade-tracking system.
Subunits are targettable by now. Interceptor-launching "weapons": implemented, though can be improved.
The rest is doable via data, e.g. placing interceptor mounts onto destroyable subunits.