Continuous Fire (optional rule)
This one seems weird to me. If your ship happens to be on an even damage number I'm having trouble imagining scenarios where you'd be better off reloading for a full shot. I'm sure you can come up with some (your opponent will magically be out of range next turn, but back in the tunr after), but in general, why would I want to deal no damage this turn and full damage next (if I'm in range) when I can deal half damage every turn? It's like the dollar cost averaging of broadsides.
More importantly, does this accurately reflect some common artillery tactic? I imagine when engaged, captains would give orders to fire cannons as soon as they are reloaded; maybe this is what is reflected. It feels odd in game terms though, like stripping away some of the decision making process of managing the cannons.
FWIW, I'd be totally down with it if the rule were somewhere along the lines of "You may plan a reload action and a fire action on the same side of the ship with empty cannons to fire for half damage, rounded up." Then at least it would be a minor benefit at the cost of an extra action, instead of an often beneficial action with no cost.
Insights?