So... you want to do a pure Int build but you don't want to be using Int stuff?
2 junk turrets, 1 rifle/MG to wield and use up 7.62mm, SMG turrets to use up 9mm, shotgun turrets to use up shells.
That's quite the firestorm. As the meek Int guy you can use up all the ammo that you find and all the gun parts.
Iron, brass, paper... you can convert all of it into damage at the same time.
The Int guy is supposed to be the smart one and figure this out. =P
Rifle/MG is not Int Stuff. Rifle/MG is Perception/Fortitude stuff. Every other Stat is able to run purely off of it's own specialized weapon groups that it gets buffs for by investing into. When doing Agility/Strength play throughs for example I do not use junk turrets for POIs or defense nights. I give myself a grace period early on where I can use any non-perk weapons/items and then after I have looted proper weapons for my stat I survive off of those and whatever scavenged explosives I find + molotovs (perk nuetral) + base defenses. But even barring that, I'm using AK alongside my 2 turrets AND I'm using shotgun turrets and will be using auto turrets soon (resources willing). My last horde defense used 300 shotgun shells and 500 AK rounds in addition to the 3,000 junk turret rounds.
But you need to understand that 2 skilled turrets + baseline AK =/= baseline AK DPS + skilled turrets DPS. The AK spends 3/4 of the time dormant on the hotbar due to the need to do 6 second reloads (timed from pickup to place) of each turret and then the AK's own reload. This downtime is so significant that fully skilled AK + 2 fully skilled turrets is only 20% more DPS than a fully skilled AK on it's own. Because skilled AK DPS is so much higher and you spend so much time reloading you lose most of it's theoretical DPS. Ironically baseline AK kills faster than 2 skilled turrets

. In my test So, if you have no ammo issues, then adding 2 spec'd turrets to baseline AK only increases your damage about 20%. Reloading the turrets is just so much downtime you dont get to leverage the AK much. Especially once you start using AP ammo (which makes your brass use far more efficient too). The question becomes one of ammo and whether you have enough ammo varies wildly on how good of shot you are and whether you are using AP or not. But with new brass drop rates I feel pretty confident that I could easily keep supplied with ammo. Madmole sure managed to with his M60 and while learning the new update he was wasting hundreds of hollow point rounds on soliders

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Next Base defense I'll be using 4 turrets for no turret downtime. When the two primary turrets run out of ammo I'll reload them while the 2 backup turrets power up. After testing the extra uptime on the turrets almost pulls even with baseline AK + 2 turrets. Baseline AK + 2 spec'd turrets cleared 25 feral bikers in about 1 minute 20 seconds, 4 spec'd turrets alternating the two active to keep 100% firing uptime while reloading cleared 25 feral bikers in about 1 minute 30 seconds. I could prolly even squeeze off a few (very few) rounds with the AK in between all the reloading (once you have drum mags on all turrets) to get that time down to 1 minute 20 and put less firing on the AK. This is all a far cry from the 50-60 second clear times of most weapons (not even using AP rounds) or the insane 35 second clear times of the M60 of course.
Electrical Turrets are also something that every perk can use. Strength can leverage auto turrets with scavenged 9mm, Agility/Perception/Fortitude can leverage both 9mm and shotgun ammo into turrets while having superior direct combat strength with on perk weapons. Int has no special advantage here outside of getting exp for their kills. A shotgun + auto turret for fortitude/perception is just as strong as a shotgun turret + auto turret for Int for example and it's "free ammo" for both of them too.
Strength is the only perk who doesn't have a huge advantage against Int on both horde and POI, but Strength has a massive advantage against INT when it comes to resource harvesting. Ironically strength even performs much better with Augurs/Chainsaws, which are unlocked via Int. Their crafting quality/performance is enhanced by Strength based Miner69, so Strength even does Augurs/Chainsaws better...which you think would be the Int domain considering their skill unlocks it! So Strength with T6 modded Augur (that they can craft from finding the recipe) and Miner69er + Motherload is insane resource harvesting but Int with Augur/Chainsaw and Advanced Engineering is only ok, easily eclipsed by steel tool using Strength builds. I feel like you can justify this via "well, Chainsaws and Augurs are tools and therefore are under Miner69er" but the fact that the class that knows how to craft them ends up not being the best at using them (in the current redesigned system based around that concept) is a bit of a disconnect. Especially since Int using their brains to overcome their lack of brawn fits into the fantasy you described.
*EDIT: It should be noted that with such a heavy reliance on automated defenses as you are via Int I'm prolly completely screwed when demolishers spawn. My only real hope is to pull out an AK with AP rounds and desperately DPS him down, because junk turrets set them off super consistently. I'll face that challenge when it arrives, I'll see if I can overcome.