Superfly,
Thanks for acknowledging the elevation/pitch issue. :-)
However, note that the traverse/rotation issue may be easily fixable as well.
The prototypes of most of our AH tanks had their AAMG mounted at a fixed point (Sherman and mid-war Germans), or on a C-rail as modeled in the new Panther. Yet, we have a game mechanism which allows 360 degree traverse of the AAMG for all tanks prior to the new Panther. For the Sherman, the game rotates the entire cupola with the MG mount point attached, through 360 degrees. For the Tiger and Panzer IV, just the AAMG is rotated 360 degrees around the rim of the cupola, (despite the fact that these German tanks had either fixed point mounting, or the same C-rail as in the Panther G). These game graphical solutions are of course an abstraction of reality, but one which nobody has had an issue with. Especially for the late-war German rail-mounted AAMGs, this is certainly more realistic from a game play perspective than allowing them to only fire in a limited direction. That's because, in reality, these German AAMGs could also be pivoted around the mount point, per my comment earlier in this thread, thus giving essentially 360 degree coverage.
My point is that you could extend this existing game mechanism to the new Panther. You retain the current Panther cupola modeling, but rotate the AAMG and its bracket 360 degrees around the cupola (as a separate object) as in the current Tiger and Panzer IV. You could use essentially the same code, couldn't you? Visually almost identical to the current Panther implementation, and much better from a game-play perspective.
An important secondary benefit of doing it this way is that it would allow the Panther commander to scan the terrain around him under magnification, as on all other tanks. Currently, a Panther commander is only able to do this over the arc of the C-rail. Scanning under magnification is an important vehicular SA mechanism.
(modified numerous times to correct factual errors; sorry about that...)