So I tried this:

But it looked like only one shot was coming out of the gun, since all shots used that same animation sheet and displayed on top of each other. When they hit the enemy, each shot was distinct--but still, I wanted them to fan out.
Next, I tried this (large image, right click to view):

The frames move right to left, I thought. I figured, if the shots displayed on top of each other, I could make the "leaving the gun" frames look like three shots fanning out--they would display on top of each other, so there wouldn't be any more than three bolts visible when leaving the gun. Then, after they'd fanned out sufficiently, I'd switch back to the single shot, in time for the impact on the ship.
However, when I put this in practice, it would glitch through the first few frames (I would occasionally see the bolts flicker at the top of the screen), and then it would display the single shot frame. I set <time> in the animations.xml.append to "1000.0", and even that wasn't enough.
So I figured, hmm--maybe it's another limitation. I know that weapon art can't be more than 2000x2000; maybe shot animations have similar limitations. (This, despite the fact that the large image is 1280x610...)
So I made another image (displayed below). But again, it would glitch through the first frames and only display the single shot.

Out of ideas, I decided to ask the forums for help. Is there a limitation I'm not aware of? Is there a workaround I can use to get the radial fanning-out pattern?