I have used them a few times. The vehicle flamers on the coolant truck are actually really handy. Its a 30 ton vee with 2 vehicle flamers, 2 tons of ammo, and a 4+ ton cargo bay. The insulated cargo bay is mostly useless as I understand it, you cant put infantry in there (right?) and you cant shoot water/coolant out of it, as you must use the ammo. But handwaiving that part, it has 112 points of armor and cools a marauder down by 4 each turn. When you dont need it for cooling duty on your snipers, you can make infantry go away using the other ton of ammo as flamer ammo. Its a great vee for cheap if you play with BV and or infantry.
The fluid guns are even better. Paint is mostly just a joke thing, but oil makes any clear hex, even grassland, slippery. So it can be set up ahead of time in defensive positions / city fights and is less collateral damage then mines. But the real star of fluid guns is acid or flamers. Normal flamers generate 3 heat on a mech, but these are 0 (though they weigh a bunch) so you can fire them all day long and in large enough numbers that the heat damage is noticeable--especially to infantry. Really though you are shooting acid at things. 1d6 damage plus 1d3 damage later per shot all in 1 damage clusters is just the bees knees. 1 damage clusters are super strong, and this gets up to 9, average is 5.5. 4 mguns for the same weight is only 4 cluster rolls, and the mguns dont have the versatility to switch ammos when needed.