First off, turrets don't HAVE to be guaranteed output. They were like that in Firefall, because that's how they were designed. If they were made to fire projectiles, like a player weapon, then they could be blocked/dodged, or just plain miss.
This just scales the output, it doesn't make it less binary. Worse still, such a change could make turrets, and turret focused loadouts, entirely useless against certain enemy types, meaning you lost at loadout select
To use a PvP oriented example, Hawken had a homing missile secondary known as the Hellfire. You would lock on to an enemy and then the rockets would shoot out from where you aimed and curve to hit them. This actually scaled better than turrets because you could adjust the curve and angle of approach by aiming elsewhere. However, many iterations of the hellfire were completely useless beyond low-tier pub matches, because the predictable timing on shots made them trivial to dodge if you knew when they had fired and from where, which was generally quite easy to determine given the massive models Hawken used. The secondary would decimate low end games with very little effort involved, but failed to even hit some of the mid-tier players and would pretty much never hit anyone experienced. It did not scale well, and so Rocketeer and Bruiser players were entirely patch dependent regarding their output. If they got a buff, their max output would increase. If they got a nerf, it would decrease.
Contrast this to the classes that used aim, in which output would be quite high, barring balance issues (of which there were many in Hawken) if the player was skilled, and low if they were not.
The catch here is that if two low end players fight, they won't be dealing directly with high end output. If two high end players fight, they cannot count on a low percentage of shots hit. When you automate aim, you lose this entirely
Second of all, they don't necessarily have 'map awareness', they can have a field and range of vision, and can then fire at targets that are within range.
That's already better map awareness than some players have. The ability to compensate for movement in a given area, and the ability to use an opponent's positioning to your advantage are part of that awareness. The two things turrets don't have are repositioning and target prioritization (generally speaking. I'm sure some madman will decide to create a turret in a game that follows flowchart target prioritization at some point)
Lastly, if we had some kind of constraints system, i.e. 'cpu' and 'power' among others, then having turrets to use could conceivably reduce the amount of damage done by the player's primary weapon / limit the player to weapons with a lower 'damage rating'.
Why would I want a turret focused player to be necessarily more player focused if my argument has been that automated output is bad design for a shooter?
Yes, this is supposed to be a 'first-person shooter', but from what I can make out, that just means it is a first person game with lots of shooting, not that shooting is the only thing you do in the game.
False dichotomy. Shooting is the primary skillset of a shooter, not the sole mechanic or just something that shows up a lot. Players that can lean on the output of turrets, or the aggro drawing effects of turrets, are by design focusing less on the core skillset of a shooter (shooting and not being hit, generally by the shots of enemies)
If that WERE the case, then we wouldn't be getting a crafting system, especially not one where 'everything must be crafted by the player'. We'd just shoot things, earn money, buy better guns.
A crafting system doesn't replace shooting. It doesn't replace repositioning or dodging. It doesn't replace ammo management. It replaced earning money and buying guns, which aren't core aspects of a shooter. It's not called a first person money-earning gun-buyer after all
Also, it's a 'War Game', meaning tactics - not just being able to shoot accurately and at the right targets - are going to be an integral part of the game.
And if you don't recognize that tactics exist without automated damage being involved, I'd suggest you play more shooters
And I mean that sincerely, not as a dig. I can show you some examples personally if you'd like, or just link a few videos of QL finals w/ player commentary
I would be willing to bet that we are going to need people to specialise in roles, and work together, as DPS, tanks, recon, engineer, and medics, or similar roles. Not just everyone be an all rounder by being able to shoot stuff accurately.
All of those roles can be made to utilize the core set of skills for a shooter. Turrets can also be made to do so, by making them an aimed asset rather than one that automatically aims and fires.