1) I think this is related to target prediction-- when I was making the initial turret behavior, I ran into some problems with aiming and in the end made all of them over-predict. This (should?) be most noticeable for flame turrets. I'll be looking into this for the next release.
2) I'm surprised I didn't notice this bug before! It's fixed now, but I'll wait until next release to upload the changes.
3) This is most likely caused by the sheer amount of enemies and bullets, so the only thing I can really do is decrease the amount of new enemies per wave, and substitute them for more powerful "elite" enemies-- this should also be in the next release.
4) I intended this to be used for situations where you need to cross conveyor belts carrying different types of ammo or resources to different turrets. Maybe not particularly useful, but in my playtime there have been a few times when junctions were needed.
5/6): Placing range indicators should be easy to implement (added that to the list); online high-scores wouldn't be that difficult, but I'd rather focus on improving the gameplay itself first.
Thanks for the feedback!