1: regarding guns: Where are you guys in agreement and disagreement regarding the heavy guns of the galleon also being one of its major banes? As a gunner, do you find it easier to shoot a Fish's gun then a galleon's?
I personally think it's not really about the guns being heavy or not, because I believe the only thing that would happen in case of replacing the gun spots with light guns would be less effective fire power. I definitely agree that their placement is a bane for Galleon, though, as neither you can defend your ship's balloon up high from any popper attacks, nor you can properly aim in a longer distance battles during the time the ship is moving. As already said, Goldfish is much easier to aim with because of it's straightforward flying method, simply charging forward and shooting hwacha, and Galleon, despite having two guns on the side will be less effective most of the time, unless you stop the ship, but then it is even easier to snipe the Galleon down.
2:As an engineer, how difficult is it to keep all 4 guns functional, shooting, and keep track of the engines all at the same time?
It's definitely easier to repair Galleon than Spire, Squid or even Mobula, that's for sure.
If we just say about keeping them fully repaired all the time, there's not really much problem. No matter how you look at it, Galleon is a huuuuuge ship, and it's guns are always deadly, so most of the time there's more focus on taking down guns rather than engines, and the engines can't really be taken down by a random shot on the guns, as they are too far away from eachother, completely separate targets. Because of that, it's rather easy to maintain the lower deck, unless you are attacked from both sides. If there is a problem with repairs, it starts when main guns are completely taken down AND the ship is attacked at the same time during the repairs, repairing heavy guns takes alot of time to bring back, with it's repair time nicely covering with another hwacha shot coming to destroy them again. Taking down the guns completely gives enough time to deal damage to the engines, and then, even with help of the gunner, you can't maintain the repairs with enough efficiency.
3:positive aspects: What other bonuses do you think the galleon has, and dose it and the ones I list have many downsides to go along with it?
As I said, Galleon is huuuuuuge, so engines and guns being far away from eachother might be treated as separate targets, I'll even say that this feature makes lower deck guns and upper deck gun two different target, being unable to disable them both at the same time most of the time. Because of that, and relatively strong hull armor, it's relatively easy to maintain most parts of the ship in good health, despite balloon's vulnerability and quite a bit of a problem with bringing the disabled parts back to work.
I also like the ability to transition from long range to close range mode. The same reason I like junker, having two powerful heavy guns on both sides of the ship gives a little bit more strategy options for the ship, using mercgun+flak/lumberjack, and dealing with carro/hwacha against advancing ships. That, of course, works only against ships that don't have long range guns themselves, but depending on your teammate being able to take the focus on themselves, the long ranged bombardment is viable and devastating tactic.
It's been said already, but high hull durability really is a plus for Galleon. Sure, you might not be really happy about squid/goldfish popping your ballon down, but if they want to keep it down, they can't really do much more than that either. I once had a game where a squid kept popping our balloon down, and we spent 10 or 15 minutes on the ground, trying to go back up all the time, and we were able to maintain the hull long enough so our ally would take down other enemy ship enough times for us to win. I know it's funny, but with ships that are heavily focused on balloon popping, it's quite easy to just stay on the ground and hold this ship at bay, while your teammate does the job for you
4:Final question on Galleon: Where do you think the galleon sits in the Meta? Do you consider the galleon a difficult ship to Pilot/Crew? And, do you think the galleon needs some love (squid does too, but later on that one) and if so, what do you think can be changed to help the galleon become easier to use and/or not so easily beaten as it currently is.
It is definitely one of the most difficult, if not even THE most difficult ship to pilot, and despite being relatively easy to maintain most of the time, if something's disabled, it's really troublesome, not to mention that you either become an easy target for other ships or you're unable to shoot properly, so that's that as well. I definitely agree that galleon could use some buffing, what comes to mind at the spot is increasing balloon's health, but, having asked this on yesterday's stream, Eric said they don't plan to touch their health on skirmish "to maintain the balance", even though I say that this is exactly the reason why something about balloon's health on particular ships should be changed. It definitely wouldn't hurt if galleon's heavy guns were a little bit harder to disable, but not to the point of buffing heavy guns overall, like suggested by Thomas, cause that would also buff other Heavy Gun reliant ships, and some of them don't need any more buffing. I would suggest covering them with the hull more or MAYBE (a man can dream) providing the ship with a mechanic that could hide and uncover guns by pulling the lever (something like cannon windows in standard ships). Also, to give people some way of protecting their ship's balloon, it would be nice to have one or two additional light gun slots on the upper deck. Those are my thoughts about it right on the spot, I'll try to think of something more later.