Well, I think that HBS Battletech is already a perfect streamline version of Battletech.
A lot of changes in that game would behave great on the gaming table as well.
Starting with moving from 2d6 to 2d100 (or rolling two 10 sided dices)
Also the ini is great, you move and shoot or move and attack in a single turn with a single unit.
Helps as well to shorten the movement phase of the game
HBSTech uses a 1d20 for gunnery, at least on the surface interface.
And GATOR alone gets mostly overhauled in the process.
1. Gunnery scale can be a bit more generous with pilots topping at nearly perfect accuracy except at extremes.
2. No attacker movement modifiers, even for jumping.
3. Target movement modifiers are stripped away with every attack, successful or not.
4. Woods don't hide mechs or make hitting much more difficult. Instead they use the TO optional rule for damage reduction. There is terrain that makes you harder to hit, but usually with a tradeoff, like enhancing whatever damage you do take, hurting your to-hit chances, adding additional heat, making it harder for you to topple over, etc.
5. The short and medium range band for weapons are consolidated into one ("optimal range") without penalties. Firing at long range still has a penalty but nowhere near as severe as a +4 on the 2d6 curve.
There are others too.
6. Sprinting is available by default.
7. Firing arcs are simplified.
8. Only one form of melee attack, without potential penalties but at the cost of giving up a firing turn, except for small weapons (MGs, small lasers, flamers, etc.) which add to the attack.
9. Overheating does not penalize movement or accuracy, but instead burns off a bit of internal structure for all locations except the head and only occurs at approximately +15 overheat. At +25, shutdown is automatic.
10. Knockdowns happen without random element; take too much damage from missiles or ballistics (or PPCs) and down she goes.
11. No through-armor criticals, with one exception. The Gauss Rifle does automatic TACs with every hit.
12. No general-use targeting computer; equivalents exist for specific weapon classes and weigh a fixed amount.
13. Lasers gain a mild bonus to accuracy over other weapons.
14. Ballistics suffer a mild penalty to accuracy over consecutive firing turns.
15. Missiles hit on a per-missile basis, rather than binary hit/miss followed by a cluster table.
It would probably make for an entertaining game but I'm not sure I'd take it up as streamlined BT. It would play in an entirely different manner, especially with an IGO/UGO firing resolution in place, and a lot of BT staples would get left by the wayside in the process...