Howdy!
Since I was playing with decoys, I had an idea to confuse turret AI. Turrets compute velocity about the center of mass of the grid. This is why rotational motion for a single grid does not confuse turrets all that much: spinning doesn't change the sensed velocity. However, if you create a silly little decoy that can unmerge into two or more grids, and use connectors to keep them attached to each other, then if you spin, you spin about the composite center of mass of both grids. This creates a sensed velocity induced by this rotation and, even at only 200m, it can confuse turrets for quite a while.
Generally, this sort of spinning would make the turret miss the block it is aiming at because it is spinning relative to the center of mass, but because most ships are... well... ship-shaped, it will hit a neighbor block. With this method, you can note that the simple turret prediction is trying to compensate for the tiny velocity that it is sensing and it throws the aim off in a spiral around the target.
This gets more effective the further away the decoys are from the shooter because with more time to intercept there is more time for the error induced by this method to manifest. This probably isnt the first of its kind nor is it truly "unshootable", but it pretty decently increases the time that a decoy can hold turret agro.