Shoot, sorry redheart, just when you edit a post it doesn't re-set it to the top of the 'Most Recent' forum post, so I/we didn't know you had changed your post. Right!
Stopping turrets shooting Red stations can be done by going into the Command Console and switching the Race that owns the station to 'Friend'; if they are still red they are actually hostile to you, so the only way is to turn you turrets off. There is a script that allows you to assign a hot-key to enable/disable turrets on your ship, so I would recommend getting it.
50%-60% Ore roids are very good, as the average/basic yield is 25/26, anything higher is good, but the more the better!
S, M, and L ships from shipyards are the basic ship + the cost of the shields/guns that model comes with at average price; if the universe is short on those shields/guns its very useful as it will give you a few, but if stations have full stock of shields/guns its cheaper to buy the equipment from the stations and the S model ship from the shipyard.
Already said about the Pirates in another post, so...
I've never really had a problem with Lasertowers, as I use Unknown Sectors as a home base, where you don't get any police/hostiles; but if you've got police chasing you because of stolen ships, its better to just lure them through a couple of Xenon sectors to try and kill them, or just Evac all your ships from the Police's owning Race's sectors, then kill the Police your self, then use missions to put your rep back up; killing an M7 or 2 doesn't drop to much if you're Rank 9/10 with a Race. Fighter drone technique isn't a bad idea in sector, but OOS they don't really do enough, and its quite expensive. Lasertowers are good in and out of sector, just place loads, and they'll melt pretty well anything.
After installing the Pirate Guild (PG) mod, every pirate basically becomes part of the PG, but only ones with 'Guild' in their name are associated with the PG; this means that if you kill them, you will lose rep with the PG, but get money from the Galactic Police (a decent amount too!). Normal Pirates don't (seem) to affect your PG rep, but if you're trying to buddy up with the PG, I wouldn't attack them.
MOST trading docks aren't that useful, as they are EQ docks that cant dock Cap-ships; they can be useful for restocking fighters or being used as as sale point for multiple types of wares (saving ships fromhaving to travel to all of your stations!). But by far the most useful use for them is defense fighter storage; or more specifically using Argon or Teladi ones, as they have Internal fighter docking, which means they can store unlimited amounts of fighters. You can use this to make auto-jump wings, which with a single command can bring an entire wing of fighters to the sector you are in to defend you; or they can carry several hundred fighters (in the best shielded Carrier money can buy) to wipe out anything that's in your sector!
Nope, what you said for Mobile Mining is bang on the buck, so long as you get the commands right, that's exactly how you do it!
I only found this out the other day: When you are telling a CLS ship to unload any ware, you have to put the max unload figure to the Station's max cargo bay (or however many e-cells you want in it total); otherwise the trader would fill the station with 10,325 e-cells and leave it like that; as soon as it depletes by 1,000, he will come back and top it up with 1,000 e-cells to 10,325 e-cells total, it would never go above 10,325! If you want the station full of e-cells, and it can store 50,000, you have to tell the CLS ship to 'Unload up to 50,000' as that will fill the station
I like the Cerberus, its a fantastic M2 escort because it is covered in FAA, and has a good generator to run them! It's not very good against M7's and above though, great against M6's and below though!!! Watcha talking about it has no main guns? Yes it does, it has 8, which can even take CFA's, which is pretty devastating! Also, an 'Overpriced TC'? What's that?
I will be the one to take you down!