For squid you don't want both front guns as mine launchers for a few reasons. Gunners are great on mines because they can use 4 ranges but engineers can only use 2. This forces you to engage at lesmok or regular range, not optimal for squid. One of the best defenses for squid is staying close to minimize enemy arcs. A good squid at close range can move to avoid arcs faster than the opponent can provide them. Staying at further ranges makes it much easier for them to get arcs and much harder for you to avoid. Having 2 mines increases your own chance of hitting mines which is deadly. Mines aren't guaranteed hits where other weapons are.
^ This is the general "food of thought" for most players however I believe this to be wrong from my own flying experiences, below I have listed some pointers which debunk this:
1. You have the fastest ship in the game, with also some great vertical movement.
2. Squids/Muids negate the range weakness of a Munker.
3. The effectiveness of mines rely on how well you can change/maintain certain distances.
4. With a gunner operating the front mine launcher you only need one mine to hit and the engagement is already in your favour providing you aren't flying poorly/badly positioned.
5. Having two mine launchers allows you to get two mines out at different ranges/places. I.e. one in front/above and one behind/below, etc. But also allows for defensive mines if needed. (Sometimes you may find yourself with 2 opponents bearing down on you)
6. When you use a bifecta on a squid you will begin to fly at a slight angle to the enemy ship that is being mined, ergo you are no longer in the flight path of deployed mines.
7. Normal ranged mines are surprisingly easy to get armed at short range when you know a couple of things...
8. Even if you don't hit the enemy they have to be careful where they move, because if they do hit a mine a few things will occur a. they will be knocked off arc to some degree, b. have to repair some damage (Changes with additional mine hits) c. allow you to reposition yourself accordingly, d. in this time you will have another 2-4 mines out. (This is a snowball effect, and its all downhill from here)
Having said all this, I must reiterate that the "Muid" is much harder to fly than a munker initially. This is because it has an additional learning curve for both the pilot and the miners when compared to a munker/ or any other static/defensive mining ship. But is far more rewarding when mastered. HAIL PHOBOS!!!