It only takes two heavy clip shots on barking dog to drop a mine balloon. You can pop mines about as fast as they are launched. The thread linked in my other post talks about using heavy clip in mine launchers to make sinking mines (depth charges) and there is another thread that addresses floating barriers.
You try to pull that off in competitive play with disablers taking out guns left n right, your hull in even worse shape, and another enemy exploiting your flank. All of which, in range of a carronade with Heavy Clip...Yeah, you best test your theory before you go thinking its the greatest thing since gat/flak.
I've taken munkers into those situations. Literally what is happening is you have 1 gunner focusing on constant mine placement to keep enemies at bay and 2 engineers running around like horny squirrels because they know if they stop to shoot for very long, the ship is going down. All the while you are switching between throttle and balloon repair.
You can talk about how neat it would be, and I agree it would be neat to disable a balloon and drop mines on some sucker trying to duck under a field...but I don't want to be in carronade range when I'm doing that. Specially not heavy clip carronade range. Now you say you can drop mines just as fast as they are being put up...in controlled situation that may be true. But live fire combat...no, you aren't going to pull that off. You might get the first 2 but munker pilots are constantly changing positioning and ranges. Plus gunners on munkers are running lesmok, charged, and incendiary...that is 3 different distances and the good ones will mix up the ranges. So you can approach in carronade range to do that, but those gunners are placing mines in front and behind your vessel which forces the pilot to make a move one way or another.
Ultimately the goal of a good munker pilot and gunner is to trap their attacker. Force them into a situation where they have no control over their vessel. Lock it down, prevent it from moving while the ally exploits it. Predict, plan ahead, and strike based on those variables. You are constantly looking ahead 10+ seconds and hoping your gunner is in sync. An opposing carronade gunner cannot do that and when they get into carronade range, it is too late. You are in the munker's kill zone and those mines will be random and they will not be sweepable.