- If the MoF is 2 or less, the mech can deal half damage, rounded down on a failed attack.
- The mech may reduce it's damage dealt by the target's TMM in order to ignore the target's TMM on the attack roll.
- On a failed attack, the attacker may instead deal up to X damage where X is no more than one half of normal damage rounded down. The mech may deal no more than [pick a number] total damage this way per engagement.
I have no idea if any of those are balanced, but at least pilot skills are already a thing, they don't require more dice-rolling, and they can be applied only to the mechs with huge damage rather than having to change how ALL of the mechs play.
I like these to some extent.
My own thought goes something like this:
On a missed attack roll, reduce the damage by 2 for every point of MoF. Any remaining damage is then applied to the target.
This will represent the fact that the attacker is firing several weapons over the course of a minute or more of combat, and some of them may hit, while others may miss.
For each attack, roll three dice. One die should be a different color from the other two. Only use the total of the two matching dice to determine if the attack hits.
If the attack is a hit, does not penetrate armor, and the third die matches the higher of the other dice, and the attack deals at least two damage, one point of the damage dealt is applied to the target's internal structure.
This represents attacks which have the good fortune to focus in on a particular area of the 'mech and get a solid penetration before other areas are significantly damaged, or the Through-Armor Critical extant in the normal-scale Hit Location Tables.