A few more more concepts came up, so I'm presenting them for review. Please feel free to use them at your own tables.
Steel-Jock:
Cost 2;
When making an Anti-Mech Attack count the unit size as one tier higher than it currently is. If at top tier, it adds a -1 Modifier to the Attack.
Alpha Strike: Infantry Units with this Ability have a -1 Modifier when making an Anti-Mech Attack.
Named after the climber term "rock jock", this is intended to allow the unit to be as effective as a larger force when doing Anti-Mech Attacks. Such as a 3 man Battle Armor Squad being able to Leg Attack with a +0 Modifier instead of a +2, etc.
Spider-Monkey:
Cost 3;
Adds a +1 Modifier to attempts to remove the unit while it is Swarming. In addition, unit may attempt to stay on a Swarmed/Mechanized unit that Fell/Dropped Prone with an Anti-Mech Roll with a +3 Modifier.
Alpha Strike: Infantry units with this Ability are only hit on a 6 when an Omni they are mechanized on is Hit (AS:CE p.48). In addition, they may perform an Anti-Mech Attack when within 1" of the target.
Named after the nimble creatures of jungles, as well as a tenacious ability to hang on, this provides options that normally aren't covered by ability rolls.
Charlie Horse:
Cost: 1-4
For each Point in Charlie Horse spent, the Player may add one to the dice roll they make for MASC activation after the Roll. Once spent, they are unavailable for the rest of the scenario.
Alpha Strike: For each Point in Charlie Horse spent, the Player may move 2" further in Ground Movement that Turn. Once expended, the Points are unavailable for the rest of the scenario.
Named after the cramp common in foot-racers, this ability is more about the Pilot's ability to massage their Mech through potentially fatal failures in MASC activation.
Snap Shot:
Cost: 2
Warriors with this ability can fire one weapon while Sprinting at a +3 Attacker Movement Modifier. This ability works with Speed Demon, allowing one weapon to be fired while using Speed Demon.
Alpha Strike: AS allows you to make a ranged attack with a damage value of 1 at at +2 modifier. The original damage value for a range must be greater than zero.
Named after the hasty shots taken when moving a maximum speed, these pilots have developed the skill to make tough shots even while pushing their units to their limits.