When the ability has 0 cast time then it doesn't turn, yes, you're right. It still turns with cast time over 0 though.
Anyways, I've found a way around it. By setting the unit's stationary turning rate to 0, the unit can't turn when casting an ability. It can still turn when being ordered around since turning rate is a separate field.
The turret problem is a much harder one. I've tried and tried so many different things, with no luck. It doesn't seem like turrets can be turned for abilities as they can weapons.
I just saw a bunch of running and jumping past all the enemies look like it was scripted as he said I guess I should have watched the whole thing. I only got a couple of minutes in. You should post that video in the forum Tom
Currently busy with making the run even better, so I'll post that new one once I'm done. Right now, I had to modify the emulator itself, the tools that makes this video, and some RAM address disassembling / reverse-engineering to get the right values, and such.