Question was just which ones get the two mentioned bit of gear.
Right now I am leaning the Marauder II, Marauder 3D, Marauder 3R, Stalker 3H, and Warhammer 6D . . . the two standard Marauders cut back on overall # of sinks to get a bit more armor. Especially the -3R.
Your original post didn't ask for where the DHS would go.
It just asked for NARC, so I didn't comment, but as someone else noted you have quite a bit of heat balanced designs already.
I certainly wouldn't touch the Mad-II as its basically perfect already & at best you'd be adding some JJ heat while sniping which isn't a good idea already.
Its a Walk & triple tap baby already.
Going back & looking at the list again..... added comments in red
Situation
Stalker +2
Warhammer 6D +2
Marauder 3D +2
Crusader 3D +2
Marauder 3R +4
Hunchback 4P +2
Victor +2
Enforcer 4R +2
Marauder 3R +4
Cataphract 1X +2
Whitworth 1 +2
Thunderbolt 5S +4
Cronus 3M +2
Griffin 1N +1
Commando +2
Javelin 10N None if you NARC this one, otherwise +4
Spider 5V +1
This gives you 4 lances, assuming NARC on the Javelin, or 17 mechs if you do the Assassin.
The remainder of them I'd save for battle repairs.
A lot of designs your limited in the # of external slots, unless there is a rule for voluntarily NOT having the max # of heatsinks in the engine, which I don't think I've ever heard of.
Like the Mad-3Rs, your sitting at 12+4, so I did all 4 to allow for 20 "vent" but your not getting more armor there w/o also loosing the PPC double tap ability, so, that's a trade off to be sure.