I'm noticing that the AI invariably overrules the autofire settings made in the fitting screen.
Simply put, if autofire is on at start, the AI should try to leave it on regardless of what weapon and mount types are in that group. Reasoning being that, despite what the AI thinks, sometimes you just want a weapon to be firing wildly at every opportunity even if it's not strictly intended to be used that way.
For instance, I have a forward facing hardpoint with a railgun on it. I want that to always be firing without the AI (or myself) needing to control it. The ship itself has the passive venting to support it.
(Mods in use here are: Nexerelin, SS+, Blackrock, Shadowyard, Junk Pirates, ASP, PACK)
(Note that this is the grouping given by hitting the Auto button, the only alteration is setting the railgun's group to autofire.)
But the instant the AI takes control...
It turns it off. And proceeds to horribly mismanage the weapons. The workaround is, obviously, to put the gale cannon and railgun in the same group, but this is not at all ideal given the range disparity and results in suboptimal behaviour.
This is just one example of the times a loadout has not worked purely because the AI mishandles it. I can't imagine that I'm the only person to run into this problem?