partially covered weapons are a thing in several mods, and they look cool
unfortunately, making that involves setting up another separate deco weapon with separate sprite and putting it in a separate slot. i'd imagine it's not really optimal in terms of computing resources and deco weapons are a valid target for any emp arc targeting the ship, so it directly affects game balance as well.
fortunately, we already have an existing system of weapon slot covers
unfortunately, those are only rendered when said slot is empty, and are defined on a per-hull-style basis
therefore suggestion:
add option to do override weapon slot cover sprite on a per-slot basis and option to force show slot cover when slot is not empty
ideally, have two optional lines for each slot:
emptySlotCoverSprite:"..."
filledSlotCoverSprite:"..."
and maybe even an option to override facing angle of slot cover too...