TL;DR: download it from soil.url.ph/?c=downloads and play "tutorial" 
Yes, I have moving turrets. Difference between my game and many other RTSes is that bullets/missiles/beams aren't "homing",like in Sins IIRC, where every shot is guaranteed hit, but are flying around and checking collisions with all stuff. That means that firing at front of ships is more likely to miss than from side, because targets profile is bigger. That in turn gives reason for maneuvering and positioning of your fleet.
Another prominent feature is destructible subsystems and weapon hardpoints, which allows you to for example destroy engines to immobilize ship, destroy fighterbay to stop fighters/bombers from being constructed, etc. (many more). Every subsystem and hardpoint can have different armour, so if you set higher armour for front, player will be motivated to surround it and attack it from sides to destroy it easily. Armour will degrade if it takes too much damage. Subsystem and hardpoints have "damage levels", which can have different models and spawn debris when transitioning e.g. from "intact" to "damaged". Those debris can be salvaged for resources (by special turret type). Resources can also by mined from some objects (any object you want, but standard is asteroids). Resources are returned to ships that can construct another ships or produce fighters. Resources are stored in ships, there is no global resource pool. You have two types of resources, and third is "crew", which cannot be replenished, but destroyed ships can eject escape pods to try and save one. Escape pods can be destroyed (especially by fighters) on their way back to shipyard.
Every ship has "energy" that is used to fire weapons, construct ships/fighters. Subsystems generate this energy and will cease to if destroyed or disabled. You can therefore destroy high-energy producing subsystems to starve ships of energy.
The game is more like Homeworld in a sense that you have free 3D movement, is played only on one map (like an old RTS), you can spot enemies by eye, but you will need to have them on sensors in order to attack them (sensors subsystem can spot them, or if they are close enough they will be spotted automatically).
Currently, there is no campaign mode, but it is planned. Right now there is single-player scenario and multi-player (there is no internet server running yet, but you can run your own if you really need), either fleet battles or starting with shipyard, harvesting, building, fighting (like Homeworld). You can write scripts for maps in AngelScript (syntax is like C/C++). Available functions that script can use will be gradually added.
Wow... that is really big wall of text... Anyway, I am still working on adding features like "abilities" and such, and I probably forgot about some features...
If there is feature you miss, ask. I might forgot about it or I might add it 
Of course, anything you can do would be super great. From hardware compatibility testing, balancing, model making, texturing, sound/music making - anything