Thanks for all the input everyone, are there any good guides out there for these less popular ships? I've browsed/searched the forums some, but there doesn't seem to be any consensus about how to play some of the less popular ships. Unfortunately the wiki doesn't provide much in that department.
Well there's basically two main ways to play a galleon, long range assymetrical or short range with the former being in some ways preferred but much harder to pull off.
A long range galleon will usually have long range guns on the port side with almost always one being lumberjack (though double flak galleons can be viable in certain situations) and the other usually being flak or hwacha for the finishing power. Top deck port gun is usually mercury or hades and starboard side guns typically consist of a doubling or mixture of carronades and hwachas.
Close range galleons usually have carronades and hwachas mixed together or doubled up. Explosive port side light guns pair well with sides running carronades and chaingun usually pairs when running hwacha sides.
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Squids usually run either disabling or kill ships - Squids will most often make use of their speed and agility by quickly getting into enemies blind spots and staying there, though this can be extremely difficult for new pilots to pull off.
Kill squids usually run chainguns in the front (though sometimes they'll run carronades) and an explosive finisher on the starboard gun mount (often mortars though squids can make good use of carousels for finishing), rear guns for clever pilots can be used to make an alternate bifecta (two guns pointed at once by turning the ship slightly).
Disabling squids are usually more common and due to it being much easier to stay out of gun arcs if the enemy is missing their engines, balloons or simply don't have any weapons to shoot back at you with. One of the most common of these is carronade on the front, flamer on the right and carronade in the rear giving a good pilot many different options and angles to disable with while still staying in the blind spot (and reversing in with tar while firiing the rear carronade). Personally I enjoy running a disable squid with carronade up front and artemis on the side due to the excellent skill of my gungineers though flamethrower is often better vs pyramidions since you can fire through the ship at its engines.
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Spires run either long range or brawling with both being extremely difficult to pull off now.
For long range I've been using heavy flak with mercury front and mine launcher starboardside with the pilot shooting mines to stave off rapidly approaching ships. Lumberjack paired with an artemis on the starboard side and a hades/flak/artemis on the front works pretty well and is easier to pull off.
For close range spires, hwacha chaingun front light flak/carousel starboard can work very well though it requires the pilot to be able to swing the starboard gun into arc while keeping the hwacha in arc while running to the gun and putting in the finishing blow himself, not an easy task to do. Heavy carronade with light mortar front can work in certain situations for brawling due to its immense dps though it's a very risky tactic at best vs staunch opposition.
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Mobula builds are still really up in the air right now and I've seen so many different iterations. Two gattlings on the bottom with a mortar on top is pretty common for brawling. Mercury up top with artemsis on the wings used to be good for long range though it's effectiveness is slightly limited now due to the difficulty in keeping those guns in vertical arc. I've had very good success with hull side carousel, top mortar, balloon side carronade, and starboard wing gattling; though you really need the crew to pull that off. Mobula flying is mostly about shooting as much as possible, getting one mallet hit on the hull while you do it and killing them before they kill/disable you.