Thanks for the reply. I like a lot of what you said and I agree that some number of gunners/weapon technicians should always be needed to keep weapons functional.
Hypothetically there is a ship with 2 combat turrets. Without gunners or the minimum required gunners are not hired then the turrets would be nonoperational or have limited functionality. (Not sure how that would work) However...
If they are automatic turrets, then 1 gunner/turret should be required. Gunners keep the turret functioning and "ship systems" control aiming the turrets that the captain (the player) selects.
If they are fixed turrets, the same number of gunners is required, 1 gunner/turret. Unless it is a small enough ship (ie a fighter) then it would not require a gunner.
If they are manual turrets, 2 gunners/turret should be required. 1 gunner for maintenance and the other controls aiming like the "ship systems" from the automatic turrets.
Now, this is an over simplification of how this could work. Building on this concept, extra gunners could be hired to improve efficiency (reduce malfunctions, reload time, reduce overheating, etc.). However, at some point returns on hiring extra gunners would plateau. Only so many people can work on one thing in a set amount of space at one time. In addition, with more complex turrets, more gunners would be needed. Another example, rocket turret vs chain gun turret. Chain gun turret requires 2 gunners and rocket turret requires 3 gunners. If either types are automated (auto aim capable), subtract the minimum number of gunners required.
One step further, a ship system could be added to reduce the number of gunners needed to maintain turrets.