I don't think fire animations will work that way. The animation would need to be create in the turret's model file, which is then ingame attached to the ship (possibly multiple times for different weapon slots) - I don't know if you can play back any turret animations by using PlayShipAnim().
If the turret is directly modelled into the ship's mesh, you could create a firing animation for each of these turrets (#anim turretFire1#, #anim turretFire2#, etc.) and play them back (maximum of only 10 animations available, though, it seems). The problem is, that you'd have to choose the correct animation depending on what weapon slot currently fires... and I don't know a way to actually find this piece of information with scripting.
Sure, you can request a Fired event for all weapon systems and then get the firing weapon in E.location ... but how do you get the actual weapon slot? How do you know what of your X fire animations to play?
Jumping animations surely are possible, although you'd have to add that animation to all models separately in order to support jumping animations for all of your ships.