aGorm: Nah, honestly I'm too tired to do as good of a job as I should be, so let's look at yours really quick.
I did a quick re-model of the base, which is about the only area of your model except for the gun barrel and the edges of the bearings where the gun turns where you can use mirroring and haven't already applied that (to the model, at least).
This is, obviously, pretty extreme, and veeeeeery hard to do in Wings, unfortunately. But, as you can see- since you used a regular octagon for the base, we could just uvmap this slice, using 4 pieces (see color-coding) and then re-import it into our modeler for final assembly- just rotate each piece 45 degrees+, copy-paste, and done.
You can get a LOT more detail out of a uvmap this way, though, so long as it's not an area where the user is going to immediately see that it's all just the same texture repeating. For circular objects, I do this a lot, because the user is only seeing half (or less) of the object at any one time, so therefore there's no need on having the texture be super-detailed, wasting texture space all the way around the object- why not just do one flat, then repeat it X number of times? When I get my cannon mapped, I will go into this in more detail (as well as talk about how to use UVMapper Classic, since it's a great free tool, but it takes a little getting used to, and model prep is harder than it is for making a map in Wings).