Adding carronades would be fascinating, although I would assume that such an addition would require a reworking of the cannon placement system, as carronades would not be placed in the same physical space as traditional cannon.
Ultimately, the timing of the broadsides only matters insofar as it is consistent with other factors (wind, turn rate, etc.) The turning speed of game ships is, on the whole, far, far quicker than reality would permit, thus the fire rate should be consistent with all other factors modified for playability (hence, faster).
The bug that is bothering me, though, isn't one of timing specifically. For instance, I did a clean install, started a new character, and immediately went to sea and encountered the lowest level of pirate. The pirate's ship managed a virtually continuous rate of fire, by which I mean that the cannon bank simply did not cease firing. I, however, fired a salvo and waited a substantial time for the reloading to be completed. In other words, in the time it took me to reload, the pirate had managed tens of salvos - which, of course, destroyed my ship before I could fire again. Clearly, this has nothing to do with training, perks, etc., as the first ship I encounter shouldn't be that capable.
I am playing on Impossible, though I can't imagine that mattering. I am also using a reasonably high-end system running Windows 7 x64, if there have been OS or processor incompatibilities that might be the culprit of this bug.
Is there a way to disable only the modification governing combat mechanics? I have been jonesing to play this game again (well, this game done properly, which is what the GOF mod does), so some workaround will be necessary. Barring that, is there an earlier GOF that might not include combat mechanics modifications? At least that way I could narrow in on the potential cause.