The turret rotation speed is designed to be slow, both for realism and balancing.
For realism, the mass (weight) and length of the turret is proportional to those of the overall tank, as the turret also has similar degree of armour thickness to the body. The moment of inertia in the turret rotation motion is proportional to mass times radius^2 (i.e., ~ m r^2
). I am not bringing the whole high-school physics course here. Just saying that the turret rotation drops at a rate higher than what the tank size increases. The slow turret rotation in heavy (and super-heavy) tanks is actual thing.
If you search keywords "turret traverse" (more specific but the same meaning as turret rotation), you can find some data like "Panther Ausf. D" and "Tiger I Ausf. H" could perform a 360-degree rotation in 60 seconds, which was already very fast when compared with Allied tanks! They achieved this 1 rpm speed because the Germans used a hydraulic traverse system, which was very new at the time. (Many tanks can be hand cranked only, think of that speed...) The Maus turret weighted much more than Tiger turret, so its traverse could only be much worse than that.
Yet, I do not come to such "extreme realism" as to also tune down the medium tank to 1 rpm. I do not touch medium tanks, but others should be somewhat proportional to it.
And for tactical aspect of realism. Turret traverse (rotation) is the real weakness of heavier tanks. The Allied tanks were generally not as capable as German tanks in front-to-front tank combats. So they have overcome this by trying to encircle and attacking from the sides, which was proved to be quite successful. (Taking this into gameplay, this is how medium/heavy tanks can easily challenge a super-heavy tank, if the opponent is not experienced enough.)
The problem of slow turret traverse was known to the WWII tank commanders. So they developed a special move, that was taking the advantage of tank tracks can actually go into opposite direction, rotating the tank chassis itself. Therefore, it greatly reduces the turret rotation required, hence pointing the tank cannon to its targets much faster. (Taking this into gameplay, rotate you tank with A or D key towards the target will shorten the wait duration.)
For balancing concerns, super-heavy tanks must have slower turret rotation (and other speeds too) than heavy tanks. Otherwise, why players still need to drive medium or heavy tanks? Why don't that just take only super-heavy tanks?
By design (both in real-world and by me), a tank group has the strongest (heaviest) tanks handling the front. The wings and flanks are left for the accompanying more mobile (lighter) tanks to handle. Super-heavy tanks are not supposed to be facing enemies from many directions.
As I have mentioned in FAQ about tank roles, super-heavy tank is a poor choice for single player in "open" area. It is not a tank for you to circling around and harassing the enemies. It is for frontal assault. If you want to fight with a super-heavy tank in single player, it is almost necessary to deploy your battlefield carefully. Either you fight in a corridor that no one comes behind you, or deploy turrets on two sides to protect your flanks. Or if you have some AI tanks mods, use them to accompany you.
If you don't bother to do these kind of preparations, then it is almost certain that you have a more mobile tank driving style. You should switch to lighter classes instead.
PS: The "best" tank class varies greatly to different players and even different situations. For solo game, I feel most comfortable with heavy tank, it has firepower with long enough range while still enough mobility to reverse back to my turret frontline. If I have AI tanks (which are modified medium tanks) mod, then I will go with a super-heavy tank instead.
For MP game, I will switch to light tank, as I love to running around to distract the aliens and clear swarms to support my teammates.