I ran Soontir, Turd, and Echo in anticipation of Turrets yesterday. I won the match I had against the turret list. But as others have said that list is unforgiving if a mistake is made.
...but you can't say the same for a Turret list. You can make a mistake, get shot up pretty hard, and then run for the hills until time is called. That's what gets me.
i am not as skilled as many of you who have won big tournaments in this game, so i wont pretend to understand your level of play. You're very likely miles ahead of me in game play and ability, and i have no problems admitting that.
And i think that might be where the disconnect is. I have noticed that almost everyone saying that turrets are no big deal have also at one point or another spoken about winning this or that, or top 8 in this big tournament. Maybe they aren't hard to beat because you're that much better than the average player, so its much easier for you and comes across as not a problem.
However, game balance, to my limited knowledge, should always balance to the average player. if turrets are stripping the fun out of the game, or damaging its tournament results in terms of participation and game balance, then they should look at it.
If i can draw the comparison, think of Jace: The Mind Sculptor from magic the gathering. He was banned from standard tournament play because a combination of cards became present that made the game unfun. For those that know, this was known as Caw-Blade and it was a terrible time to play magic in standard, not because of the tactics involved, but because EVERY deck you ran into was Caw-Blade. Sure there were outliers, like Birthing Pod, and some super aggressive builds, but in the end, it was Caw-Blade that consistently won. if you want to go back a bit, you could point to affinity in the mirroden block and get the same outcome. you can fast forward and point to affinity again in modern.
Now, I'm not and cant draw a direct conclusion to magic the gathering because the games aren't the same, however, there is one universal rule here i cant help be believe is in effect. Game designers should not rely on gamers to balance their game. A gamers job is to break the game open and give himself the most effective chance at winning. a game designers job is to balance that and prevent that from happening.
Now, i understand for the strongest players amongst us, that top 15 or 10% maybe playing turrets isn't a big deal, but tournament results don't lie, and since wave 2 from what i have read, and even further to the point is that if something is winning and is played at such a high percentage of all of these events, it seems to me that it would be better to deal with it and force the game to change than to just allow the same thing to continue happening.
I don't know, I'm not a game designer, but tournament results for several years running don't lie.
I've won small Store Championships, but not big games. I have also been playing the game since Wave 1, though. The trick to the big, turreted ships is to know how they work. They try to draw you through the asteroids. Don't fall for it. Wait for them to go through and hit them after they have committed. Next, their favorite tactic is to draw you after one of them for some R2-3 fire. Next, they will zip out an escape route and boost away. They usually dodge your arc and you find yourself chasing them as they fire behind you. Oh, and their friend follows you and blasts. The trick is to either not fall for their ploy, or try to block their escape route with a blocker.

Autothrusters are OP if anything (and won't ever see play by me as I haven't bought a Butterfly).
While I agree that Soontir is overplayed and that is an annoying type of game, he can also be beat. I won't agree that AutoThrusters are OP as my green dice crap out way too often and I still see Interceptors get one shot with AutoThrusters. They make arc dodgers viable again. Now, I'll agree that Soontir w/ Stealth and AutoThrusters is pretty dang hard.