Of the choices listed, the SPL. The to hit bonuses are just too nice to pass up, and I find that they come in handy against little fast backstabbing mechs and hovers more than MGs or flamers.
In the 3025 era, on the one hand you mostly just use whatever you can get your hands on. Life is cheap, BattleMechs are not, right? So if you've got a Firestarter, you use a Firestarter. If you've got a Stinger, you use that. I actually quite like including an old tech Stinger in a group of really hot new tech mechs, if those hot new mechs don't have anti infantry capability, since it has the speed and jets to move around the field and put down infantry situations.
Of weapons not mentioned, I don't like to overuse infernos, though I do really really like them when it is appropriate to take them. In the stories, they're always treated as something really scary, a lot more scary than the rules indicate, and they were optional rules for the longest time so there's always been a sense of hands off, that they're for special occasions, not every day.
Another tool in that vein is artillery, available in all periods and super murderous. Without APCs, infantry don't have the mobility to run before artillery can get dialed in, and with them you can kill them just the same as anything else so may as well use PPCs (or just shoot them with the artillery too).
And of course, there are arm loads of new tech weapons, like Plasma rifles and canons, mag shots and AP GRs, light and heavy MGs in and out of arrays, artillery canons, special ammo for ACs and missiles, and so many others.