The cost of that +2 for "any unit" is why the half ton for the +3 of the Nirasaki is overpowered. As I said before, a +1 initiative takes TWO tons of Communications equipment (for 'mechs, and implying 2 more crew members for vehicles). Getting to +2 takes the equivalent of SEVEN tons of Comms gear (which would be SIX tons for 'mechs and Combat Vehicles).
Actually, that .5 tons, plus the extra crew member is why the Nirasaki is underpowered. The Cyclopes does not have 2 tons of Communications Equipment, not even the Improved Communications Quirk (It should). It sure doesn't have 7 tons of Com. Equipment, yet it's B-2000 Battle Computer takes no weight, no crits, doesn't require an extra crewmember and can control an entire regiment. And it gets the +2 to Initiative. Compared to that, the Nirasaki is clunky.
Even if the Nirasaki is over powered, and I don't think it is, but even it is, I think it should be considering how rare these systems are and what they can do. It shouldn't be that easy to get them. Units designed to control Battalions and Regiments should be more rare than those that control Lances and Companies. Units with top of the line equipment should be even more rare. If it was so easy these benefits, every company, battalion, and regiment would have a Mobile HQ. The Nirasaki wouldn't have been reserved for Royal use only. The B-2000 computers would be common and widely used. Really the Battle Computer Quirk should have a higher initiative bonus and the cost to get them should be higher as well, as I said above.
If you think the quirk price should be higher that's okay. How's;
Lance Command: +1 Cost: 2
Company Command: +2 Cost: 4
Battalion Command: +3 Cost: 8
Regimental Command: +4 Cost: 16
Improved Communications Quirk Required: Cost 1-4 depending on size of command.
And again, Quirks don't cost money, weight, crits, or crewmembers. The Nirasaki is an actual piece of equipment that does take weight, crits, and requires a a crewmember to operate.
Also again, I like Quirks but they should have costs and availability ratings at a minimum. Trying to add in something later should take weight and crits. Considering 1 ton for cockpit, 1 for sensors, and 1 for life support, the best a lot of cockpit related quirks would only take .5-1 ton and 1-2 critical slots. That's if you're adding the equipment, or going low tech. Completely replacing shouldn't add more weight and crits. Take Multi-Trac II and Variable Range Targeting for example. If the unit came with them, they're quirks. If you're adding them, they're equipment at .5 tons and 1 crit each. The Nirasaki is the same thing.