For the love of all the holey cheese in the world, why would you not include "Weapon" as a possible attachment type if you give abilities the option for weapon effects?
As you may have guessed, it isn't even possible to attach an effect to a weapon point. I would be totally fine with my ships needing to face it's target in perfect alignment if it didn't totally override the fighter-style movement. It just parks itself and starts blasting away like some ancient ship of the line.
@ dolynick: Yes, I've thought through that particular solution. In fact, it's the means by which I'm applying a transphasic effect that lets torpedoes pass through shields for a limited time or for a single volley. From my research so far, though, I don't think it's going to give me the desired result in this situation.
@GoaFan: At the moment I'm using two weapon slots for a single weapon type. Weapon-0 is devoted to forward/backward arcs and Weapon-1 to the sides. It's a bit of experiment that's testing various angles to see if I can avoid slice through part of the hull with a beam. So far it seems to be working, but it could just be my imagination. If that's the case, I'll combine all of those arcs and use the empty slot for this third weapon. Which brings me to...
As an aside, I was also planning to using this elusive methodology to creative a point-defense weapon ability that could be turned on and off. Just to talk about different ideas, would it be possible to turn a weapon on and off (while leaving all the others active). I know a weapon can be granted access through research. Might this be a way to approach the dilemma?