Option One:
IS advanced
Medium
BV: 298
Cost: 2,008,000 C-bills
Movement: 3 ground
Internal: 4
Armor: 32
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Weapon Loc Heat
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Flamer (DWP) Squad 3
King David Light Gauss (DWP) Squad 0
Swarm Mek Squad 0
Attack Swarmed Mek Squad 0
Stop Swarm Attack Squad 0
Leg Attack Squad 0
Equipment Loc
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Detachable Weapon Pack Right arm
Detachable Weapon Pack Left arm
BA Advanced Body
BA Advanced Body
BA Advanced Left arm
BA Advanced Left arm
BA Advanced Right arm
Battle Magnetic Claw Left arm
Battle Magnetic Claw Right arm
Magnetic Clamps Body
Cutting Torch Right arm
One of those weapons looks like a flamer to me, with a pilot light sort of thing under the weapon barrel. The other could be any number of weapons, but for a "Enhanced Strike Team" I thought a weapon to deal with other battle armor would be a decent idea. The flamer handles infantry, the Gauss handle battle armor.
I decided to set mine as a medium armor. This allows it to make swarm and leg attacks, where heavy and assault can't. To aid in this it was also given magnetic battle claws, giving it a bonus to it's checks. Once it had that I figured I might as well make it able to mechanize on anything. This would allow the strike team to use anything as a transport. Giving it considerably more options in something like an aToW covert mission.
It has the same large laser stopping armor level as an inner sphere standard, though this one uses advanced armor. It has an MP of 2 unless it ditches it's detachable guns, at which time it can book it at 3mp. Really though, it should just be hoping on the nearest vehicle or mech to escape.
Option Two:
IS advanced
Heavy
BV: 366
Cost: 2,176,000 C-bills
Movement: 1 ground
(Burdened by unjettisoned body-mounted missile launchers)
Internal: 4
Armor: 32
Internal Armor
--------------------------------------
Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Weapon Loc Heat
----------------------------------------
SRM 3 (Body) Squad 0
Light Machine Gun (Right arm) Squad 0
LRM 3 (Body) Squad 0
Ammo Loc Shots
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BA SRM 3 Inferno Ammo Squad 4
BA LRM 3 Ammo Squad 4
Equipment Loc
----------------------------------
Magnetic Clamps Left arm
Battle Claw Left arm
Single-Hex ECM Body
Heavier and slower than Option one, Option 2 has the same level of protection, but carries missiles. Each shoulder has a 3-rack of missiles, one with LRMs, and one with SRM infernos (though that can be changed to another ammo type). The right arm is mounted with a light machine gun. It can provide the fire support from 12 LRM missiles, take out armor, infantry, and even other battle armor with the Infernos, and deal with any number of infantry with it's light machine gun.
The left arm has the same magnetic systems that option one does so it can mechanize on anything as well, a great boon for a mercenary unit. Though the suit itself has a heavier frame, and a slower speed on it's own.
With the same level of armor, Option Two carries one further protection: a squad wide ECM system, that can protect the squad from numerous threats. Also it's armor is standard armor, making it possibly easier to replace and repair.