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On dual turrets, that often means that the middle will be unused (or used exclusively by clips for the autoloaders, or recoil absorbers and stuff - or by armour), allthough it's possible to place some gauge increasers/coolers there, if you turn off symmetry.
Keep in mind that it's usually a bad idea to use several types of guns on one turret (as their lead-angle may vary too much, and the turret will only be able to aim properly for one of them).
If you want to, I could try and upload some examples of multiple fireing piece turrets later today.
APS also lets you directly modify the shells you fire. While I started with CRAM first, I learned APS immediately after. Quite simple when it functions nearly the same with only a few more components needing to be added. Autoloader, ammo controllers, the input feeder, and clips. The rest is basically just like the CRAM except without taking as much room.
APS also as said above, in of itself takes less room than a CRAM does. Since you place the ammo creator/controller pretty much wherever you want to, and only need the gun itself. It also has many ammo benefits that the CRAM doesn't have, and such.
I have never really bothered with CRAMs anyway. I may do so when using them as bombs, but I'm more interested in realistic-ish warships - and the slow-flying ridiculous-calibre CRAMs aren't really suited for that. Not to mention that CRAMs, for whatever reason, don't blow up nearly as violently as advanced cannons do, which takes a lot of fun out of turret-design.
I personally enjoy watching my U-boat violently explode when the gun gets hit.
But then again, the gun is literally also built in the torpedo AND ammo room [The same room], so thus it makes sense. Good thing it has 3 AI mainframes.