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This mod is so faithful to legends and it's mechanical schematics plus it's combat is gorgeous. To me the more"realistic" it gets in it's details the better. On Star Wars Expanded Fall of the Republic mod the AAT has all it's weaponry in it as it's just beautiful.
The game interface only allows you to give a given unit an attack command against a single unit. Giving a new attack command supersedes the old attack command. Vehicles, ships, and squads with a wide variety of weaponry that is optimal against a variety of targets are challenging to use in the game because of this.
The result of this is that units with a variety of weapons should sometimes not be told what to shoot at so that the AI can pick optimal targets for each of the weapons individually. However, this makes it hard to focus fire and reduces the ability of the player to have direct tactical control over his units. In short, if you give lots of units a wide variety of weapons, you begin to create a situation where the best tactical control decision is to just let all of your units do their own thing and not try to control them. You begin to move more towards watching a battle rather than controlling a battle.
If your main concern with playing the game is watching a cool fight between vehicles that accurately represent the Star Wars universe as described in certain source materials, then adding the missing weapons make sense. On the other hand, if the main concern is making a game that has tactical depth and interesting control options, the addition of the cannons might contradict that goal.