I honestly didn't playtest the mod in a real late-game base, but I messed about on a deathworld teetering on the brink of big biters. I didn't have the time or resources to set up a full wall so I had outposts everywhere, flamers and guns haphazardly thrown into boxes. In that case, the target leading was especially bad for collateral damage, but I thought it was a cool trade-off.
Not that I can control whether they cause collateral damage. Target leading is just going to do that, I used built-in attributes to add it to flamethrower turrets. Maybe I can add fire resistances to other turrets, or extend the range of gun turrets to compensate for them needing to be placed further back, unsure.
I don't think it's too big of an issue once flamethrowers are actually put into good spots. Maybe having to do that is too limiting and I've introduced more problems than I've solved, also unsure. I figure, another option is to lean into the collateral damage and bump their damage back up, so that if they're positioned wrong it Really causes issues.
Given, I've added a ton of settings for people to customize the changes, so I figure worse case is that some people will turn off the target leading in the startup settings.