compared to a spit 9 i think the Hurri is the better tnb plane caused by its great manoeuverability
The greater manouverability (yep, it's an english word, but never, ever ask me how it's spilt) gives you more "wiggle room" to avoid an attack, but the relatively weak power limits your attack options; and, as I said earlier, your ammo load doesn't help if you need to shoot after some one running away at high speed.
Remember, the two versions of the Hurri we have in AH were actually the RAF's attempt at a Stuka copy, we don't have the "dogfighting" version of the battle of Britain (yet). Compared to a Stuka, it's a fantastic A2A fighter, but compared to a "real" fighter, it's dead (unless you're fighting an idiot, as so often happens).
For example, you mention it's more manoverable than a Zeke, which it is. But a Zeke pilot who's worth his salt will simply point his nose up hill and spiral climb you, you have no answer for this in a Hurri...
Never flown a spit 5 so i couldn't argue about it. Is it a better turner?
SpitV is a very tight turner, perhaps not as tight as a Hurri or a Zeke at low speed, but at high speed...
Does it regain E better as Zeke or Hurri?
Yes, so much so it can be a problem.
"What counts most in tnb, turn radius...?"
Kind of, but this is A2A stuff, so turn radius in which plane? You can go roundy-roundy up and down as well as left-right. Additionaly, there's at least two "types" of turn radius. There's the aero eqivalent of a handbrake turn, when you dive on some one at high speed and they dodge - so you roll over and pull as haaard as you can - this is instantaenous turn rate, and poor E retention can be an advantage as you slow dramaticaly in the turn, which tightens the turn. Hurri's are very good at this.
And, there's the situation when your chugging around in a very tight turn at low speed, waiting for the other guy to stall or make a mistake - this is sustained turn rate - and the Spit V and Zeke will eat you, especially if they start spiraling up hill, your hurri doesn't have the power to follow them up.
Besides, what makes a great T'n'B'er isn't nessacarily great turn rates, but more quick ness of response, and that changes at different speeds.
Try flying the Hurri like a baby jug. Get high, find a furball and blast into it from above. You'll find the hurri (and it's relationship to other planes) very different at high speed, and you can get some great fun kills bouncing planes that would ordinarily think themselves safe from you. If you can dive on a pony at about 300 mph, you can expect to be called a cheat 30 secs later, he'll have no idea how you did what you did