2 front light guns, 2 rear light guns, and a heavy gun on each side.
The 2 front facing guns are each angled 20-30 degrees away from the center-line of the ship, so the point forwards and out. The 2 back facing guns have similar angles, just facing backwards.
Mass at 175: Less than a pyramidion, but higher than anything else. Capable of ramming, but not set to out-do the ramming ship.
600 Armor
1000 Permahull
Speed 32m/s
Acceleration 3m/s2
Turning Speed 9 degrees/s
Turning Acceleration 5 degrees/s2
Vertical Speed 17.03 m/s
Vertical Acceleration 3.25 m/s2
Basically from the firepower you want to pack on this thing, I see a light galleon. You also want to get rid of blind-spots, and keep maneuverability. You can't have it all.
Rolling with the light galleon idea, and the lack of blind spots, I gave it the ability to get coverage on every angle, with the drawback of poor overlaps. This means you can always keep a gun on an enemy, but the odds of getting 2 at once are much lower.
Since weapon combos are the strongest part of a build, and my design takes those away from you, I gave it good speed and decent acceleration. I left it having the highest vertical speed and upped its vertical acceleration a bit due to what I took away in other areas.
I nerfed your turn speed/acceleration because you have no blind-spots. You shouldn't need to turn as much.
I would leave the captain on a raised plinth at the back of the ship.
Standing in the middle of the ship, facing backwards, would be a set of stairs going directly up to the wheel. The plinth would be raised above head height, and there would be 2 support columns at the back of it holding it up. You would be able to walk underneath. Underneath I would put the balloon, with appropriate tubes going out around the pilot's plinth up to the balloon.
On that main deck there would be 2 engines split wide. An engineer could easily access the 2 turning engines and the balloon (similar to a junker, but below the pilot spot).
On the bottom deck would be the 2 heavy guns and the main engine.
On the top deck again would be the hull towards the front, a small walk from the balloon. The 2 front guns would be on the main deck.
On the pilot's plinth, behind him, above the turning engines, would be the 2 aft guns.
Upon further consideration, this would be a heavy junker/light galleon.
The big consideration in movement design for players would be to make sure that they could easily move between guns. Since you sacrifice a lot for continuous coverage, you need to make sure that players can actually maintain that continuous coverage.