Another suggestion, I wanted to bounce off everyone before I dirty up the tracker.
Currently the turret behavior does not take into account whats in between it and the target.
So if for example you have a wall in between the target and the turret, the turret will still try to shoot through the wall. Really there's no good way to avoid this, other than making up a bunch of events to check and see everything that's there, or have a collision event for the bullet.
I know sometimes this is actually what you want, but for when you don't, Id like to suggest something like a "Shoot through solids" check box.
Also another couple small suggestion's for actions dealing with the turret behavior, would be a "Is turning" condition, a "Is reloading" condition, and "On new target acquired".
Reloading meaning it has a target, and has fired, and is waiting for the next shoot.
Useful for things like if it receives damage in the wait period.
Then on new target acquired meaning its switched targets, but the old target is still in range.
I'm not sure about a condition on this one, perhaps another preferences check box, like "Keep target until out of range"