I don't know if all the effects are just not shown on the tooltip, but all the turrets look extremely underpowered even by normal means, not even counting how expensive they are to build and run. For example, the 45mm autocannon shoots 10 times slower than a regular gun turret, and has +500% damage (total of 6x, since it is additive) meaning it does approximately 60% the dps of an early game gun turret. At the cost of what is effectively two nuclear reactors and 100 accumulators to build, and 40MW to run. (The math states it is 156dps vs. 260 dps when not taking tech into account)
Every other gun also suffers from this. The only one which might be usable is the Plasmathrower with 4th stage energy, as it gets an 800% damage modifier, but it does take quite a lot to manufacture that energy and build the turrets, so I would expect it to be significantly more powerful than a cannon shell which it is not. (It is also not affected by the flammables repeatable tech, meaning the basic flamethrower will at some point overtake it. Investing similar science into the flammables tech as into the plasma thrower already brings them almost on par with each other.)
After further testing it seems most of the weapons have the same issue (not being affected by repeatables) meaning they will eventually be outshined by normal weapons.
I'm not sure if this is intended, but my suggestion would be to make all the turrets require amplified energy to run, give them the same damage boosting multiplier as the Plasmathrower with higher quality amplified energy, make repeatables affect them, and also to give them a massive boost to dps on the base level ala 10-20x. Since they require the equivalent of over two nuclear reactors to build one turret, would require amplified energy to run, and also require an insane quantity of electric energy to run even one, let alone a defensive wall of these, I think that would be quite fair, and make them worth using in some scenarios.