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"Weapons
Prometheus +++ Flamer
The Heaviest of all flamers, dealing respectable damage and heat, additionally no flamer needs ammo, to balance this, they generate incremental more heat per flamer size
Heavy Machine Gun
A heavier machine gun that weights twice as much but deals increased damage
Light Machine Gun
Deals less damage but only weights half at increased range
Plasma Cannon
A experimental weapon that is a mix between a PPC, Gauss rifle and Flamer
It has a massive hit, high heat damage, limited ammo and accuracy penalty
It uses Gauss ammo and applies a stacking debuff increasing heat generation
Thunderbolt Missiles
Unlike it's counterpart the LRM the thunderbolt fires a single big missile, that trades damage to a single location for reduced range and more size
(uses ac ammo, because ammo is hardcoded and nobody found a workaround)
Ultra Autocannon 2-20
Slightly heavy and larger AC's with doubled rate of fire, since these are still prototypes, they have a bit more heat, recoil and reduced damage
Rotary AC 2+5
The rotary trades range, weight, size, heat and recoil, for 4 times the rate of fire
Rocket Launcher 5-20
Your cheap throwaway missile, one salvo per mission, nothing more
Haywire Missile
Limited ammo srm type weapon that scrambles and cripples a Battlemech
Adds a variety of stacking debuffs: -1 accuracy/2turn, -10% runspeed/2turns, 10% heatgenerated/2turns
Narc Missile
Limited ammo srm type that fires a single narc beacon, making missiles almost definitively hit the target (unfortunately a generic to hit mod, since you cant restrict to weapontype)
Target receives a debuff making it easier to hit by +2/3turns
Does not Stack
TAG
A simple target Aquisition gear that lets you paint a target for your lance
Debuff making target easier to hit by +1/2turn
Does not Stack
Streak SRM's
While not having the fire prevention mechanic, these upgraded srm's have massively increased accuracy and the capacity to ignore some of a targets movement
Light PPC
A Draconis Combine development this weapon was designed to replace medium laser batterys and bring a bit more range to againg smaller mech's
Heavy PPC
Another Kurita weapon, a heavier PPC that deals massive damage and has a higher accuracy debuff
Rifles L/M/H
Another typical Periphery weapon and for merc's short on cash, the rifle is basically a tank cannon of 24th century terran landwarfare adapted to be used on a Battlemech
Cheap and easy to maintain and lightweight, they deal 2/3 damage of an equivalent AutoCannon and produce only half their heat as well as lack any crit modifers
Gear/Upgrades
Electronic Warfare Suite
While ECM doesnt work with the engine not letting passives target enemies, i made this stopgap, just like capella did, that grants jamming like bonus to the mech it is on as well as accuracy and sensor range
Grants several buffs: +2 to be hit, +1 Missile to be hit, +10% Sensordistance, Accuracy+1, Signature -35%
(Once we get auras working these will be drastically reworked)
Null Signature System
Another stopgap of the Confederation Capella, massively reduces the signature of a mech but increases it's internal heat generation, improves defense and works best when not moving
Grants several effects: Bullwark, +1 to be hit, -45% Signature, +20% Heat generated
Partial Wings (by Callyste)
The Partial wing system gives increased jump distance and improved cooling capacity but are bulky and take up most of the center torso
Advanced Materials 1-3
These provide a progressively improved free tonnage on a mech but can cost as much as a light mech on its own
DNI cockpit
Grants finer control over the mech, giving additional evasive charges, melee accuracy as well as reduced dfa self damage
Buffs granted: -10% Damage Taken, +1 Melee accuracy, -15% DFA self damage, 10 Less stability damage taken
SLIC Cockpit
Improves several aspects (heat, injury, sight) very slightly
Buffs granted:+1Morale gained, +1Health, 20% Spotter and Sensors distance
Improved JumpJets
They exchange 50% more weight for 10% increased jump distance
Supercharger
Supercharges your engine output increasing speed
Buffs granted: 40% walk distance, 15% sprint distance, 15% Heat generated
TripleStrengthMyomer
Grants a slight melee damage and movement buff, but wont stack beyond 6
+3% Melee damage and +2% sprint distance
PPC Capacitator
A capacitator added to any PPC style weapon increases damage output but also heat
+15%PPC Damage/+20% PPC heat generated
Advanced Targeting Computer
This system slightly improves accuracy, recoil, min range, indirect fire and called shot, at the cost of your cockpit mods
Buffs granted: Breaching Shot, +1 Accuracy, -1 refire penaltys
Intek Improved Indirect Fire System
A TTS that adds 1 to 3 accuracy bonus on indirect fire
It follows RT rules for tts and cannot stack with itself, but with others of its kind
UltraLight Gyroscope
A ultralight gyroscope that is less efficient but gives alot of free space
-3 Tons, -10% UnsteadyThreshhold, +20% Stability Damage taken
Samurai Heavy Duty Gyro
A heavy gyro providing several benefits but using up all space in center torso
Provides +20% stability, -20% stability damage taken and +2 penalty to all MELEE attacks against this unit.
Spiked Armour Plating
A solaris invention of reinforced spikes
Grants: -3% Melee damage taken,+2% Melee Damage, stack limit 10
Combat Shield
Solaris born Reinforced armour plating
Come in 3 sizes
Small: -5% Damage Taken, -10% Jump Distance
Medium: -10% Damage Taken, -15% Jump Distance
Large: -15% Damage Taken, -20% Jump Distance
LAMS
A Laser Anti Missile system that reduces incoming missile damage but generates constant heat (cant make a real ams so this is it for now)
Reflective Coating
An armor upgrade that has no weight and is somewhat expensive but gives resistance to energy weapons but take more damage from missiles and ballistics
Reactive Plating
An armor upgrade without weight that reduces incoming ballistics and missile damage at cost of increased energy damage
Melee weapons
Chainsaw
Agricultural mechs use arm-mounted Chainsaws to fell trees and harvest timber. In an emergency
these giant saws can be used against mechs in melee combat. Like all
Industrial weapons, Chainsaws suffer a small inherant penalty to hit.
Cultivator
Agricultural mechs use rotary Cultivators to plough soil, breaking up rocks and tree
stumps as they go. In an emergency, the rotating blades of these can be
used for melee combat. Like all industrial weapons, the Cultivator
suffers a small inherant penalty to hit.
Mining Drill
Mining mechs use arm-mounted Drills to excavate tunnels and extract ore. In an
emergency, these heavy-duty drills can be used against mechs in melee
combat. Like all Industrial weapons the Mining Drill suffers a small
inherant penalty to hit.
Jackhammer
Mining and construction mechs use Jackhammers to break apart rock or concrete. In
an emergency, these powered hammers can be used against mechs in melee
combat. Like all Industrial weapons the Jackhammer suffers a small
inherant penalty to hit.
Plasma Torch
Construction and engineering mechs use Plasma Torches to cut and weld metal. In an
emergency these high-temperature jets can be used against mechs in melee
combat. Like all Industrial weapons, Plasma Cutters suffer a small
inherant penalty to hit.
Arc Welder
Construction and engineering mechs use Arc Welders to join metal parts. In an emergency
these high-temperature electric arcs can be used against mechs in melee
combat. Like all Industrial weapons, Arc Welders suffer a small inherent
penalty to hit.
Plasma Lance
A Military Grade upgrade of the Plasma torch designed to punch straight through weak spots in the armour at point blank range
Grants additional Melee Damage
Chainsword
A solaris upgraded chainsaw with super advanced materials to create a bloody good show
Grants additional Melee accuracy
Hammerfist
Another upgraded industrial equipment for use in the arenas
Grants increased melee stability damage
Melee Upgrades
Cargo Grip
Industrial mechs use arm-mounted Cargo Grips to shift crates, construction materials and other large, heavy objects. Though lacking the speed and precision of a military hand actuator their wide and secure grasp can prove useful in melee grappling, even lifting smaller mechs clean off the ground.
Excavator Claw
Industrial mechs use arm-mounted Excavator Claws to dig, scoop and crush soil or loose aggregate. Though lacking the speed and precision of military hand actuators these can exert prodigious force in melee combat.
Talons
Leg Actuators that grant a buff to Melee and DFA
Grants: +20 Melee&DFA Damage, +1 Melee&DFA Accuracy
One per leg
Claws
Upgraded Hand actuators that grant increased melee accuracy and damage
+20 Melee damage + 1 Melee Accuracy
One per Arm"
If so, try
RogueTech.