Yes, you can have them fire to the side and then veer off to hit targets in front of the ship, as you can see here:

But you have to be careful how you position your hardpoints (I've found that it is best to us 15 degree steps when rotating). If you place them incorrectly, then most likely result is the ship firing its weapons from the center point (inside the hull). Depending on how you've set up your weapons in the .entity file, the ship may also be unable to fire in the desired direction at all.
@Thoumsin, the technique I use is simple strip modelling to set up main edgeflows, then tweaking those, extruding edges, welding points etc. I do use Softimage's tweak tool, but mostly for point manipulation and to smooth out edgeflows. I always wrap it up with Relax and Smooth to create an even, smooth wireframe, then conclude with some more tweaking where necessary and that's it.
The thing with the way its done in that video is that the model is either using smooth subdivision or NURBS and is actually useless for games. I prefer to always work with non-smoothed out models because that way I get a clear perception on how the model will look in game and I can easily spot problem areas.
Also, with strip modelling you have a great degree of precision when it comes to controlling your polygon count, so you can have more polygons in detailed areas and skip them in less detailed ones.
As for setting up UV's, these days I use automatic tools for that (used to be a lot of work, but now its done in five minutes), and just spend time arranging my UV islands so that I maximize texture coverage for areas which need a lot of detail/visibility. With organic models, using a polypainting app, such as ZBrush, eliminates texture stretching since the textures get auto-distorted to counter any UV stretching. In fact, I use ZBrush exclusively now when it comes to texturing, I don't even touch the textures in Photoshop until it's time to do some channel editing and prep them for import into the game.