Intro tech units don't always have poor heat dissipation. The STK-3F has 20 single heat sinks and two bins of SRM ammo. I would have no problem loading it with inferno rounds. But the DV-6M has only 10 SHS. If I hit it with an SRM-6 filled with inferno (+8 heat average, +12 heat max), you can blow it up in a single turn.
DV-6M heat: Running (+2), 1 x Medium Lasers (+3), 2 x SRM-2 (+4), hit with 6 x inferno rounds (+12) = 21 heat (+11)
In this example, I would cause the unit to explode on a 2 or 3 in a single turn. And since it only has 10 SHS, it cannot fire and move the next turn without risking another explosion check. So it's a truly bad idea to load it with infernos, IMO. I know you're saying "it's intro tech," but 10 SHS is the minimum heat dissipation in all of BT. And there are MANY intro tech units which have much better dissipation and still can afford to load inferno rounds (STK-3F, TDR-5S, PX-3R, KTO-18, etc.).
Well, a couple of problems with that.
First, I was talking about the older inferno rules, where a single missile adds +6 heat for 3 turns, and each additional missile extends the duration (but doesn't increase the total heat). I know those aren't the current rules, but when we debate "decisions that make no sense", I think we've got to look at all the various rule sets that have existed. If it makes sense under one set of rules, then that's enough. Anytime we see sets of SRM-2s, it's basically a neon sign telling us to think about the old inferno rules.
Second, with your example, you've got to catch the mech with an SRM-6 load of inferno missiles on the same turn that he moves and fires lots of weapons. It's certainly possible, but let's look at it from a true game perspective. He's a 5/8/5 mech, and you've got him running. He's probably getting at least a +2 movement mod, possibly a +3. He's pretty fast for his time frame, so he may be able to dictate range. So you certainly aren't guaranteed to hit him. With regular pilots, you need 4 + 2 or 3 for his movement, + whatever he's got for range, + your own movement. If he can position himself at 7 hexes, he'll be shooting at short with his LRMs and you'll be at long with your SRMs. I'd say there's a good chance that you'll need 10+ to hit him, and you're hoping he'll explode on a 2 or a 3. The odds are not in your favor on that one.
Basically once he knows you've got an inferno-6, you'd need to win initiative (so that you can declare fire last), and then hit him on a turn when he attacks with a lot of weapons. Then if he doesn't explode, you need a reason why he can't jump 5 out of line of sight and cool off.
Third, the Dervish isn't any more vulnerable to this than any other mech that carries ammo. It carrying infernos really has nothing to do with it. As soon as you can push him past 14 heat, you've got a chance to shut him down. Push him past the ammo explosion point and you might blow him up. But that's just the problem with mechs with 10 SHS. It has nothing to do with the Dervish carrying 2 tons of SRM ammo.