A few other people (
http://www.classicbattletech.com/forums/index.php/topic,9481.msg224353.html#msg224353,
http://www.classicbattletech.com/forums/index.php/topic,8354.msg192527.html#msg192527) have mentioned the use of mechanical jump boosters on assault mechs, but it's much rare than I expect. My impression from reading the rules, but not much play testing, is that mechanical jump boosters are potential category killers, especially in a roleplaying game. In particular, by using many of the rules from tactical ops, it's possible to create a single mech that can fulfill scout, scout killer, harasser, anti-air, and assault roles. The only situations I can imagine where such a mech isn't outstanding are (a) static defense and (b) high speed (move 12 or higher) roles.
Here's one such design:
Kangaroo
Mass: 100 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X
Production Year: 0
Cost: 14,352,333 C-Bills
Battle Value: 2,829
Chassis: Unknown Endo-Steel
Power Plant: Unknown 100 Fusion Engine
Walking Speed: 10.8 km/h (21.6 km/h)
Maximum Speed: 21.6 km/h (32.4 km/h)
Jump Jets: None
Jump Capacity: 0 meters / 330 meters
Armor: Unknown Ferro-Lamellor
Armament:
2 (CL) ER Large Lasers
1 (CL) Laser Anti-Missile System
1 ECM Suite
1 Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 152 points 5.00
Internal Locations: 3 LT, 4 RT
Engine: Fusion Engine 100 3.00
Walking MP: 1 (2)
Running MP: 2 (3)
Jumping MP: 0 / 11 Jump Booster
Heat Sinks: (CL) Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 CT, 3 LT, 3 RT
Gyro: Compact 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
TSM Locations: 1 LT, 1 RT, 2 LA, 2 RA
Armor: Ferro-Lamellor AV - 273 19.50
Armor Locations: 6 LA, 6 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 31 45
Center Torso (rear) 13
L/R Torso 21 29
L/R Torso (rear) 9
L/R Arm 17 25
L/R Leg 21 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (CL) ER Large Lasers HD 24 2 8.00
(CL) Targeting Computer CT - 2 2.00
Active Probe RT 0 1 1.00
(CL) Laser Anti-Missile System LT 5 1 1.00
ECM Suite LT 0 1 1.00
Jump Booster * - 4 55.00
Free Critical Slots: 0
* The Jump Booster occupies 2 slots in each leg.
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 11 Points: 28
1 3 3 3 0 4 0 Structure: 8
Special Abilities: TSM, AMS, ECM, PRB, RCN, ENE, SRCH, ES, SOA
This might seem like a fast undergunned overarmored mech by default, but a few key rules from tac ops are worth remembering.
(1) The linked heat sinks rules, imply that we can link 2 DHS to the laser AMS and 5 to one ERLL, implying that the remaining 4 heat sinks service one ERLL. Also jumping generates no heat. Also, heat sinks can be turned off. The mech is also designed to operate at long distance where enemies can not influence your heat. Also, laser weapons can be 'dialed down' to deal less damage with less heat on a 1-for-1 basis. In sum, this gives us an extremely reliable heat profile.
(2) The TSM rules imply that we can wield a 20 ton handgun, which the system is designed for, as all weapons are in the head. The appropriate 20 ton handgun has 1 ton of armor, 12 tons of clan Arrow IV and 7 tons of ammunition.
(3) The alternate munitions for Arrow IV are quite compelling (and we have 7 tons to play with). In particular, I'd point out Cluster rounds, which use the shot from above table, and ADAs which are much more effective than any other weapon against aerospace, FASCAM rounds for setting up defenses, and Smoke rounds for creating maneuverable cover.
(4) Jumping mechs at long or extreme range normally aren't too good at hitting, but a sufficiently elite gunner, especially one with "Jumping Jack" from "Time of War" could easily hit. Combined with Called Shot High, and the cluster artillery, this makes a head-shot kill quite plausible, bypassing almost all mech armor. This implies the mech is not undergunned at long range against basically any opponent.
(5) The choice of Ferro-Lamellor armor is a bit unusual. But, as far as I can tell, it's required in a high skill game, because of the Called Shot high rules. In particular, the thing to fear is a number LB-X shots that are called high. FL armor at least forces an opponent to use 2-point shots (and halves their damage) if you are going for a pilot shaking kill. It also helps with crits similarly. You might consider a torso cockpit instead, but as far as I can tell this doesn't work, because a headkill still leaves the mech blind.
The combination of the above, played well, could make this mech a brutal adversary. All faster mechs have at least a factor of 2 less armor & structure. And, any such mech closing is subject to a 40 point kick which typically implies a mobility kill for the weight classes involved. Also note that the artillery is perfect for following up on a mobility kill. Mechs with similar armor profiles are radically slower and typically lack significant weaponry at range 25. Even against the heaviest assault mechs, we can expect a head-shot kill after 2.5 rounds of hitting using the Called Shot High + Cluster rounds strategy. And remember that in mountain terrain rather than flat plains, we have artillery for indirect fire.
And, the above is achieved for a not terribly high price, compared to OMNI XL mechs. Have fun.