1. Not enough like WC2, I'm afraid.
For starters, most ships need 2 to 4 torpedoes to be destroyed (can't do anything about it now).... Second, Flak in Standoff seems to hit more often than in WC2 (I'd still like to change this).... Third, capships also have other defensive turrets (lasers, mass drivers, etc) in Standoff, which makes things a lot more complicated if you get in close range before you have a torpedo lock. It also means that depending on your approach angle, the chance that the torpedo will get shot down can get really high. This was done intentionally as an attempt to make Standoff feel a bit closer to what the novels describe. Finally, ships are now actual 3d models, which means that turrets can't shoot through the capship's hull (mostly
), so in other words, capships now have blindspots, and not all of a capship's turrets are effective from the same angle.
Overall, torp runs are harder than in WC2 if you just go straight in at full speed, but they're easier if you take the time to think your approach trajectory through (apart from the side-effect that no matter how successful you are, you'll need do to more than one run)... finding a blind spot, or at least an angle from which the turret fire can't lead you (and your torps) properly due to your speed (thank god for weak AI) makes runs much easier, and it works most of the time.
2. Nope, anti-matter guns won't be used against fighters. We might have them in some scripted capship-to-capship combat, but the player only needs to worry about Flak turrets and regular turrets.
The amount of turrets for every capship in Standoff is more or less proportional to what it was in WC1/WC2, with a few liberties taken here and there, mostly for balancing and novel tie-in purposes... For example, the Tarawa-type CVEs have their turret arrangement taken from descriptions in End Run, and the Ralatha (IIRC) has more turrets than it should have (if I used the same proportion as I used on other ships) because otherwise the ship would be shock full of blind spots.
WC2 was all about number of turrets, but blindspots are a big issue in Standoff (specially when the unsolvable collision bug shows up, like in the Dauntless's runway in UE), so balancing it out while staying true to WC2 is pretty much impossible.
3. Nope, I ran some tests but couldn't figure out how to do that... it probably can't be done without deeper editing.